// MIT License // // Copyright (C) 2018-2023, Tellusim Technologies Inc. https://tellusim.com/ // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #version 420 core /* */ #if VERTEX_SHADER layout(location = 0) in vec4 in_position; layout(location = 1) in vec3 in_normal; layout(row_major, binding = 0) uniform CommonParameters { mat4 projection; mat4 modelview; mat4 transform; vec4 camera; vec4 color; }; layout(location = 0) out vec3 s_direction; layout(location = 1) out vec3 s_normal; layout(location = 2) out vec4 s_color; /* */ void main() { vec4 position = transform * in_position; gl_Position = projection * (modelview * position); s_direction = camera.xyz - position.xyz; s_normal = (transform * vec4(in_normal, 0.0f)).xyz * color.w; s_color = color; } #elif FRAGMENT_SHADER layout(location = 0) in vec3 s_direction; layout(location = 1) in vec3 s_normal; layout(location = 2) in vec4 s_color; #if COLOR layout(location = 0) out vec4 out_color; #endif /* */ void main() { #if COLOR vec3 direction = normalize(s_direction); vec3 normal = normalize(s_normal); float diffuse = clamp(dot(direction, normal), 0.0f, 1.0f); float specular = pow(clamp(dot(reflect(-direction, normal), direction), 0.0f, 1.0f), 16.0f); out_color = s_color * (diffuse + specular); #endif } #endif