42 lines
812 B
GLSL
42 lines
812 B
GLSL
#version 420 core
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layout(std140, binding = 1) uniform Material
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{
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vec3 ka;
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vec3 kd;
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vec3 ks;
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float p;
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bool normalmapped;
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bool parallaxmapped;
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bool displacementmapped;
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};
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in vec3 pos_local;
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layout(std140, binding = 4) uniform gamma
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{
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float inv_gamma;
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};
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layout (location = 1) out vec3 gNormal;
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layout (location = 3) out vec4 gAmbientSpecular;
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layout (location = 4) out uvec3 gID;
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uniform float angle;
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uniform vec3 direction;
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uniform uvec3 ID = uvec3(0);
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void main()
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{
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float cosA = dot(normalize(pos_local), normalize(direction));
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if (degrees(acos(cosA)) <= angle)
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gAmbientSpecular.rgb = pow(ka, vec3(inv_gamma));
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else
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discard;
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gNormal = vec3(0);
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// Сохранение идентификатора объекта
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gID = ID;
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} |