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test.frag.glsl
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test.frag.glsl
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/*
* Copyright (c) 2019-2021, 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) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 440
#extension GL_GOOGLE_include_directive : enable
#include "common.h"
layout(location=0) in Interpolants {
vec3 pos;
vec3 normal;
vec2 tex;
} IN;
layout(location=0,index=0) out vec4 out_Color;
void main()
{
vec3 light = normalize(vec3(0,2,-2));
float intensity = abs(dot(normalize(IN.normal),light));
vec4 color = vec4(0.75) + vec4( fract(IN.tex*32), 1, 1) * 0.25;
out_Color = color * intensity;
}