/* * Copyright (c) 2015-2016 The Khronos Group Inc. * Copyright (c) 2015-2016 Valve Corporation * Copyright (c) 2015-2016 LunarG, Inc. * * 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. */ /* * Fragment shader for cube demo */ #version 400 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D tex; layout (location = 0) in vec4 texcoord; layout (location = 1) in vec3 frag_pos; layout (location = 0) out vec4 uFragColor; const vec3 lightDir= vec3(0.424, 0.566, 0.707); void main() { vec3 dX = dFdx(frag_pos); vec3 dY = dFdy(frag_pos); vec3 normal = normalize(cross(dX,dY)); float light = max(0.0, dot(lightDir, normal)); uFragColor = light * texture(tex, texcoord.xy); }