| /* |
| * Copyright (c) 2015-2016 The Khronos Group Inc. |
| * Copyright (c) 2015-2016 Valve Corporation |
| * Copyright (c) 2015-2016 LunarG, Inc. |
| * |
| * 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. |
| */ |
| /* |
| * Fragment shader for cube demo |
| */ |
| #version 400 |
| #extension GL_ARB_separate_shader_objects : enable |
| #extension GL_ARB_shading_language_420pack : enable |
| layout (binding = 1) uniform sampler2D tex; |
| |
| layout (location = 0) in vec4 texcoord; |
| layout (location = 1) in vec3 frag_pos; |
| layout (location = 0) out vec4 uFragColor; |
| |
| const vec3 lightDir= vec3(0.424, 0.566, 0.707); |
| |
| void main() { |
| vec3 dX = dFdx(frag_pos); |
| vec3 dY = dFdy(frag_pos); |
| vec3 normal = normalize(cross(dX,dY)); |
| float light = max(0.0, dot(lightDir, normal)); |
| uFragColor = light * texture(tex, texcoord.xy); |
| } |