41 lines
840 B
GLSL
41 lines
840 B
GLSL
#version 450
|
|
#extension GL_EXT_nonuniform_qualifier : require
|
|
|
|
struct Material {
|
|
vec3 baseColor;
|
|
uint index;
|
|
};
|
|
|
|
struct Light {
|
|
vec3 color;
|
|
uint intensity;
|
|
};
|
|
|
|
struct Scene {
|
|
uint lightsCount;
|
|
};
|
|
|
|
vec3 directional_light = vec3(-1.0,-1.0,-1.0);
|
|
|
|
layout(set = 0, binding = 0) uniform SceneData {
|
|
layout(align = 16) Scene mesh;
|
|
} SceneBuffers[];
|
|
|
|
layout(set = 0, binding = 1) uniform LightBuffer {
|
|
layout(align = 16) Light lights[];
|
|
} LightsBuffers;
|
|
|
|
// layout(set = 2, binding = 4) uniform sampler2D texSampler[];
|
|
|
|
layout(location = 0) in vec3 normal;
|
|
layout(location = 1) in vec3 color;
|
|
layout(location = 2) flat in Material material;
|
|
|
|
layout(location = 0) out vec4 outColor;
|
|
|
|
void main() {
|
|
float intensity = ((dot(normalize(normal), normalize(directional_light)) +1)/2.0)+0.05;
|
|
|
|
outColor = vec4(color * intensity, 1.0);
|
|
}
|