#version 450 layout (binding = 1) uniform sampler2D tex; layout (location = 0) in vec2 inUV; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inEyePos; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; float specpart(vec3 L, vec3 N, vec3 H) { if (dot(N, L) > 0.0) { return pow(clamp(dot(H, N), 0.0, 1.0), 64.0); } return 0.0; } void main() { vec3 Eye = normalize(-inEyePos); vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); vec3 halfVec = normalize(inLightVec + inEyePos); float diff = clamp(dot(inLightVec, inNormal), 0.0, 1.0); float spec = specpart(inLightVec, inNormal, halfVec); float intensity = 0.1 + diff + spec; vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0); vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0); float shininess = 0.75; vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess; outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular); // Some manual saturation if (intensity > 0.95) outFragColor *= 2.25; if (intensity < 0.15) outFragColor = vec4(0.1); }