mirror of https://github.com/axmolengine/axmol.git
32 lines
944 B
GLSL
32 lines
944 B
GLSL
#version 310 es
|
|
precision highp float;
|
|
precision highp int;
|
|
|
|
layout(location = TEXCOORD0) in vec2 v_texCoord;
|
|
layout(location = NORMAL) in vec3 v_normal;
|
|
|
|
layout(binding = 0) uniform sampler2D u_sampler0;
|
|
layout(std140, binding = 0) uniform fs_ub {
|
|
vec4 u_color;
|
|
};
|
|
|
|
layout(location = SV_Target0) out vec4 FragColor;
|
|
|
|
void main(void)
|
|
{
|
|
vec3 light_direction = vec3(1,-1,-1);
|
|
light_direction = normalize(light_direction);
|
|
vec3 light_color = vec3(1,1,1);
|
|
vec3 normal = normalize(v_normal);
|
|
float diffuse_factor = dot(normal,-light_direction);
|
|
vec4 diffuse_color = texture(u_sampler0,v_texCoord);
|
|
|
|
if (diffuse_factor > 0.95) diffuse_factor=1.0;
|
|
else if (diffuse_factor > 0.75) diffuse_factor = 0.8;
|
|
else if (diffuse_factor > 0.50) diffuse_factor = 0.6;
|
|
else diffuse_factor = 0.4;
|
|
|
|
light_color = light_color * diffuse_factor;
|
|
FragColor = vec4(light_color,1.0) * diffuse_color * u_color;
|
|
}
|