SHADE_Y3/TempShaderFolder/TestCubeFs.glsl

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2022-09-19 00:00:07 +08:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) in struct
{
//mat3 BTN;
vec4 vertColor;
//vec3 localSpacePosition;
//vec2 uv;
//vec3 localLightPosition;
//vec3 localEyePosition;
} In;
//layout(std140, push_constant) uniform TestPushConstant
//{
// mat4 pvMat;
// vec4 lightPosition;
// vec4 eyePosition;
// vec4 ambientColor;
// vec4 lightColor;
//
//} testPushConstant;
layout(location = 0) out vec4 outColor;
//layout(binding = 0) uniform sampler2D diffuseMap;
//layout(binding = 1) uniform sampler2D normalMap;
//layout(binding = 2) uniform sampler2D aoMap;
//layout(binding = 3) uniform sampler2D glossinessMap;
//layout(binding = 4) uniform sampler2D samplerRoughnessMap;
void main()
{
//vec3 normal;
//// Get the tangent space normal from normal map. It is a BC5 texture and therefore only use red and green
//normal.xy = (texture (normalMap, In.uv).gr * 2.0f) - 1.0f;
//// z value is derived (TODO: Find out what this does)
//normal.z = sqrt(1.0f - dot(normal.xy, normal.xy));
//// Transform the normal from tangent space to local space
//normal = In.BTN * normal;
//// Get the vector from fragment to light
//vec3 localLightDir = normalize(In.localLightPosition - In.localSpacePosition);
//// get the value of dot between normal from texture and frag to light
//float diffuse = max(0, dot(normal, localLightDir));
//// sample the diffuse texture
//vec4 diffuseColor = texture (diffuseMap, In.uv) * In.vertColor;
//vec3 eyeDirection = normalize(In.localSpacePosition - In.localEyePosition);
//const float shininess = mix(1, 100, 1 - texture (samplerRoughnessMap, In.uv).r);
//float specular = pow(max(0, dot(normal, normalize(localLightDir - eyeDirection))), shininess);
//outColor.rgb = testPushConstant.ambientColor.rgb * diffuseColor.rgb * texture (aoMap, In.uv).rgb;
//outColor.rgb += testPushConstant.lightColor.rgb * (specular.rrr * 0.4 + diffuse.rrr * diffuseColor.rgb);
//const float gamma = testPushConstant.eyePosition.w;
//outColor.rgb = pow(outColor.rgb, vec3(1.0f / gamma));
//outColor.a = diffuseColor.a;
outColor = vec4 (1.0f);
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}