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scene.frag.glsl
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#version 430
#extension GL_ARB_shading_language_include : enable
#include "common.h"
#include "noise.glsl"
// inputs in view space
in Interpolants {
vec3 model_pos;
vec3 normal;
vec3 eyeDir;
vec3 lightDir;
} IN;
layout(location=0,index=0) out vec4 out_Color;
void main()
{
// interpolated inputs in view space
vec3 normal = normalize(IN.normal);
vec3 eyeDir = normalize(IN.eyeDir);
vec3 lightDir = normalize(IN.lightDir);
// simulate a heavy fragment shader with this loop
int load = scene.fragmentLoad * 42;
float val = 0;
if( load > 0 )
{
for( int i = 0; i < load; ++i )
{
val += (SimplexPerlin3D(IN.model_pos*4)) / load;
}
val = smoothstep( -0.1, 0.2, val );
}
vec3 objectColor = object.color + vec3(0,val,0);
// ambient term
vec4 ambient_color = vec4( objectColor * scene.backgroundColor * 0.15, 1.0 );
// diffuse term
float diffuse_intensity = max( dot(normal,lightDir), 0.0 );
vec4 diffuse_color = diffuse_intensity * vec4(objectColor, 1.0);
// specular term
vec3 R = reflect( -lightDir, normal );
float specular_intensity = max( dot( eyeDir, R ), 0.0 );
vec4 specular_color = pow(specular_intensity, 4) * vec4(0.8,0.8,0.8,1);
out_Color = ambient_color + diffuse_color + specular_color;
}
/*
* Copyright (c) 2014-2023, 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) 2014-2023, NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/