#version 460
#extension GL_GOOGLE_include_directive : enable
layout ( binding = BIND_MISC ) uniform Uni_Misc
{
ivec4 uni_misc;
};
bool opt_tryout1 = bool(uni_misc.x);
bool opt_tryout2 = bool(uni_misc.y);
#ifdef _VERTEX_SHADER_
layout (location = LOC_IN_POS) in vec4 in_vertex_o;
layout (location = LOC_IN_NORMAL) in vec3 in_normal_o;
#ifdef LOC_IN_COLOR
layout (location = LOC_IN_COLOR) in vec4 in_color;
#endif
#ifdef LOC_IN_INT1
layout (location = LOC_IN_INT1) in int in_color_idx;
#endif
const int ncolors = 10;
layout ( binding = BIND_HW03 ) uniform I_can_forget_this_name_no_problem
{
vec4 front[ncolors], back[ncolors];
} uc;
layout ( binding = BIND_LIGHT_SIMPLE ) uniform Uni_Light
{
vec4 position;
vec4 color;
} uni_light;
layout ( binding = BIND_TRANSFORM ) uniform Uni_Transform
{
mat4 eye_from_object, clip_from_eye, clip_from_object;
mat4 object_from_eye, eye_from_clip;
} ut;
layout (location = 0) out Data_VF
{
vec4 color;
vec4 color_back;
};
void
vs_main()
{
gl_Position = ut.clip_from_object * in_vertex_o;
vec4 vertex_e = ut.eye_from_object * in_vertex_o;
vec3 normal_e = normalize( mat3(ut.eye_from_object) * in_normal_o );
vec3 vec_vl = uni_light.position.xyz - vertex_e.xyz;
float dist_to_light = length( vec_vl );
float phase = abs( dot( normal_e, vec_vl/dist_to_light ) );
color = uni_light.color * uc.front[in_color_idx] * phase / dist_to_light;
color_back = uni_light.color * uc.back[in_color_idx] * phase / dist_to_light;
}
#endif
#ifdef _FRAGMENT_SHADER_
layout (location = 0) in Data_VF
{
vec4 color;
vec4 color_back;
};
layout (location = 0) out vec4 frag_color;
void
fs_main()
{
frag_color = gl_FrontFacing ? color : color_back;
}
#endif