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