#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2DArray matCap; layout (location = 0) in vec3 inColor; layout (location = 1) in vec3 inEyePos; layout (location = 2) in vec3 inNormal; layout (location = 3) in flat int inTexIndex; layout (location = 0) out vec4 outFragColor; void main() { vec3 r = reflect( inEyePos, inNormal ); vec3 r2 = vec3( r.x, r.y, r.z + 1.0 ); float m = 2.0 * length( r2 ); vec2 vN = r.xy / m + .5; outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 ); }