#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); }