39 lines
1.3 KiB
GLSL
39 lines
1.3 KiB
GLSL
/*
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* Copyright (c) 2015-2016 The Khronos Group Inc.
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* Copyright (c) 2015-2016 Valve Corporation
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* Copyright (c) 2015-2016 LunarG, Inc.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Fragment shader for cube demo
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*/
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D tex;
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layout (location = 0) in vec4 texcoord;
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layout (location = 1) in vec3 frag_pos;
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layout (location = 0) out vec4 uFragColor;
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const vec3 lightDir= vec3(0.424, 0.566, 0.707);
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void main() {
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vec3 dX = dFdx(frag_pos);
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vec3 dY = dFdy(frag_pos);
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vec3 normal = normalize(cross(dX,dY));
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float light = max(0.0, dot(lightDir, normal));
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uFragColor = light * texture(tex, texcoord.xy);
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}
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