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Diffstat (limited to 'third_party/rust/naga/test-data/glsl_phong_lighting.frag')
-rw-r--r--third_party/rust/naga/test-data/glsl_phong_lighting.frag56
1 files changed, 56 insertions, 0 deletions
diff --git a/third_party/rust/naga/test-data/glsl_phong_lighting.frag b/third_party/rust/naga/test-data/glsl_phong_lighting.frag
new file mode 100644
index 0000000000..6153f2cafe
--- /dev/null
+++ b/third_party/rust/naga/test-data/glsl_phong_lighting.frag
@@ -0,0 +1,56 @@
+#version 450 core
+
+layout(location=0) in vec3 v_position;
+layout(location=1) in vec3 v_color;
+layout(location=2) in vec3 v_normal;
+
+layout(location=0) out vec4 f_color;
+
+layout(set=0, binding=0)
+uniform Globals {
+ mat4 u_view_proj;
+ vec3 u_view_position;
+};
+
+layout(set = 1, binding = 0) uniform Light {
+ vec3 u_position;
+ vec3 u_color;
+};
+
+layout(set=2, binding=0)
+uniform Locals {
+ mat4 u_transform;
+ vec2 u_min_max;
+};
+
+layout (set = 2, binding = 1) uniform texture2D t_color;
+layout (set = 2, binding = 2) uniform sampler s_color;
+
+float invLerp(float from, float to, float value){
+ return (value - from) / (to - from);
+}
+
+void main() {
+ vec3 object_color =
+ texture(sampler2D(t_color,s_color), vec2(invLerp(u_min_max.x,u_min_max.y,length(v_position)),0.0)).xyz;
+
+ float ambient_strength = 0.1;
+ vec3 ambient_color = u_color * ambient_strength;
+
+ vec3 normal = normalize(v_normal);
+ vec3 light_dir = normalize(u_position - v_position);
+
+ float diffuse_strength = max(dot(normal, light_dir), 0.0);
+ vec3 diffuse_color = u_color * diffuse_strength;
+
+ vec3 view_dir = normalize(u_view_position - v_position);
+ vec3 half_dir = normalize(view_dir + light_dir);
+
+ float specular_strength = pow(max(dot(normal, half_dir), 0.0), 32);
+
+ vec3 specular_color = specular_strength * u_color;
+
+ vec3 result = (ambient_color + diffuse_color + specular_color) * object_color;
+
+ f_color = vec4(result, 1.0);
+}