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authorTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:22:07 +0300
committerTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:30:23 +0300
commit7c1edef3ac501d40e3de495b9434df71f535e9bc (patch)
treefd7f4264bdf5c30f7182a147ed9e6c7935c69bf2 /shaders/main/frag.glsl
parent91b543a29cb8852251908a49cd120a6f7d9f2f11 (diff)
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Allow multiple shaders while reducing duplication
This change also stops using bie as eventually it will be replaced with a more sophisticated asset handling system which will also allow custom shaders.
Diffstat (limited to 'shaders/main/frag.glsl')
-rw-r--r--shaders/main/frag.glsl28
1 files changed, 28 insertions, 0 deletions
diff --git a/shaders/main/frag.glsl b/shaders/main/frag.glsl
new file mode 100644
index 0000000..c57598c
--- /dev/null
+++ b/shaders/main/frag.glsl
@@ -0,0 +1,28 @@
+/*
+ * Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
+ * SPDX-License-Identifier: MIT
+ */
+in vec3 fnorm;
+in vec3 fpos;
+in vec2 fuv;
+in vec3 lipos;
+
+void main()
+{
+ vec3 objco = vec3(texture(tex, fuv));
+ vec3 lico = vec3(1.0, 1.0, 1.0);
+
+ float amb = 0.1;
+
+ vec3 norm = normalize(fnorm);
+ vec3 lidir = normalize(lipos - fpos);
+ float dif = max(dot(norm, lidir), 0.0);
+
+ float speen = max(sign(dot(lidir, norm)), 0.0);
+ vec3 vwdir = normalize(-fpos);
+ vec3 mid = normalize(lidir + vwdir);
+
+ float spe = pow(max(dot(norm, mid), 0.0), 256) * speen;
+
+ color = vec4((amb + dif + spe) * lico * objco, 1.0);
+}