RuntimeData/shader/DirectionLight.frag

46 lines
833 B
GLSL
Raw Normal View History

2020-06-20 15:25:16 +08:00
#version 450 core
layout(location = 0) in vec3 FragmentNormal;
layout(location = 0) out vec4 FragColor;
layout(binding=10) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}fs_world;
layout(binding=1) uniform ColorMaterial
{
vec4 color;
vec4 ambient;
} color_material;
layout(binding=2) uniform Sun
{
vec3 direction;
}sun;
vec4 ComputeSunlightFinalColor()
{
float intensity=max(dot(normalize(FragmentNormal*mat3(fs_world.mvp)),sun.direction),0.0);
return max(color_material.color*intensity,color_material.ambient);
}
void main()
{
FragColor=ComputeSunlightFinalColor();
}