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scene.frag.glsl
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scene.frag.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
layout(std140,binding=UBO_SCENE) uniform sceneBuffer {
SceneData scene;
};
in Interpolants {
vec3 pos;
vec3 normal;
flat vec4 color;
} IN;
layout(location=0,index=0) out vec4 out_Color;
void main()
{
vec3 light = normalize(vec3(-1,2,1));
float intensity = dot(normalize(IN.normal),light) * 0.5 + 0.5;
vec4 color = IN.color * mix(vec4(0,0.25,0.75,0),vec4(1,1,1,0),intensity);
out_Color = color;
}