-
Notifications
You must be signed in to change notification settings - Fork 44
/
scene.frag.glsl
56 lines (46 loc) · 1.55 KB
/
scene.frag.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
#include "noise.glsl"
in Interpolants {
vec3 oPos;
vec3 wNormal;
flat vec4 color;
} IN;
layout(location=0,index=0) out vec4 out_Color;
void main()
{
vec3 light = normalize(vec3(-1,2,1));
vec3 normal = IN.wNormal;
#if 0
vec3 delta = vec3(0);
delta.x = SimplexPerlin3D(IN.oPos * 4.0);
delta.y = -delta.x;
delta.z = SimplexPerlin3D(IN.oPos * 7.0 + 3.0);
normal += delta;
#endif
float intensity = dot(normalize(normal),light) * 0.5 + 0.5;
vec4 color = IN.color * mix(vec4(0.1,0.1,0.25,0),vec4(1,1,0.8,0),intensity);
color.rgb *= clamp(SimplexPerlin3D(IN.oPos * 4.0)*0.5 + 0.5, 0, 1) * 0.1 + 0.9;
color.rgb *= clamp(SimplexPerlin3D(IN.oPos * 30.0)*0.5 + 0.5, 0, 1) * 0.3 + 0.7;
out_Color = color;
}