2023-07-22 23:59:17 +08:00
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#version 310 es
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precision highp float;
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precision highp int;
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2023-07-25 19:06:12 +08:00
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(location = NORMAL) in vec3 v_normal;
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2023-07-22 23:59:17 +08:00
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layout(binding = 0) uniform sampler2D u_sampler0;
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layout(std140, binding = 0) uniform fs_ub {
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vec4 u_color;
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};
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2023-07-25 19:06:12 +08:00
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layout(location = SV_Target0) out vec4 FragColor;
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2023-07-22 23:59:17 +08:00
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void main(void)
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{
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vec3 light_direction = vec3(1,-1,-1);
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light_direction = normalize(light_direction);
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vec3 light_color = vec3(1,1,1);
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vec3 normal = normalize(v_normal);
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float diffuse_factor = dot(normal,-light_direction);
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2023-07-25 19:06:12 +08:00
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vec4 diffuse_color = texture(u_sampler0,v_texCoord);
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2023-07-22 23:59:17 +08:00
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if (diffuse_factor > 0.95) diffuse_factor=1.0;
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else if (diffuse_factor > 0.75) diffuse_factor = 0.8;
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else if (diffuse_factor > 0.50) diffuse_factor = 0.6;
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else diffuse_factor = 0.4;
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light_color = light_color * diffuse_factor;
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FragColor = vec4(light_color,1.0) * diffuse_color * u_color;
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}
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