RuntimeData/shader/LightPosition3D.vert
2020-06-16 20:11:35 +08:00

54 lines
1.0 KiB
GLSL

#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Normal;
layout(binding=0) 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;
}world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
}pc;
layout(binding=1) uniform ColorMaterial
{
vec4 color;
vec4 ambient;
} color_material;
layout(binding=2) uniform Sun
{
vec3 direction;
}sun;
layout(location=0) out vec4 FragmentColor;
vec4 ComputeSunlightFinalColor(vec4 color,vec4 ambient)
{
float intensity=max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0);
return max(color*intensity,ambient);
}
void main()
{
FragmentColor=ComputeSunlightFinalColor(color_material.color,color_material.ambient);
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
}