Mindustry/core/assets/shaders/planet.vert

31 lines
825 B
GLSL
Raw Normal View History

2020-01-11 08:27:10 +07:00
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
2020-02-29 01:18:06 +07:00
uniform mat4 u_proj;
uniform mat4 u_trans;
2020-02-29 01:18:06 +07:00
uniform vec3 u_lightdir;
2020-04-02 23:32:55 +07:00
uniform vec3 u_camdir;
uniform vec3 u_ambientColor;
2020-02-29 01:18:06 +07:00
2020-01-11 08:27:10 +07:00
varying vec4 v_col;
const vec3 diffuse = vec3(0.01);
2020-04-03 01:56:53 +07:00
const float shinefalloff = 4.0;
const float shinelen = 0.2;
2020-01-11 08:27:10 +07:00
void main(){
2021-09-16 23:41:45 +07:00
vec3 specular = vec3(0.0, 0.0, 0.0);
2020-01-11 08:27:10 +07:00
2021-09-16 21:20:32 +07:00
vec3 lightReflect = normalize(reflect(a_normal, u_lightdir));
float specularFactor = dot(u_camdir, lightReflect);
2021-09-16 23:41:45 +07:00
if(specularFactor > 0.0){
2022-01-14 11:33:12 +07:00
specular = vec3(1.0 * pow(specularFactor, 64.0)) * (1.0-a_color.a);
2021-09-16 21:20:32 +07:00
}
vec3 norc = (u_ambientColor + specular) * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
v_col = vec4(a_color.rgb, 1.0) * vec4(norc, 1.0);
gl_Position = u_proj * u_trans * a_position;
2020-01-11 08:27:10 +07:00
}