ULRE/res/shader/gbuffer_composition.frag

47 lines
1000 B
GLSL

#version 450 core
layout(binding = 0) uniform WorldMatrix
{
mat4 ortho;
mat4 projection;
mat4 modelview;
mat4 mvp;
vec4 view_pos;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(binding = 0) uniform sampler2D GB_Position;
layout(binding = 1) uniform sampler2D GB_Normal;
layout(binding = 2) uniform sampler2D GB_Color;
layout(location = 0) in vec2 FragmentPosition;
layout(location = 0) out vec4 FragColor;
void main()
{
vec3 pos =texture(GB_Position, FragmentPosition).xyz;
vec3 normal =texture(GB_Normal, FragmentPosition).xyz;
vec3 color =texture(GB_Color, FragmentPosition).xyz;
vec3 light_pos=vec3(1,1,1);
vec3 light_halfVector=vec3(1,1,1);
float pf;
float nDotVP=max(0.0,dot(normal,normalize(light_pos)));
float nDotHV=max(0.0,dot(normal,normalize(light_halfVector)));
if(nDotVP==0.0)
{
pf=0.0;
}
else
{
pf=pow(nDotHV,
}
}