39 lines
947 B
GLSL
39 lines
947 B
GLSL
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struct GltfShadeMaterial
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{
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vec4 pbrBaseColorFactor;
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int pbrBaseColorTexture;
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vec3 emissiveFactor;
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};
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#ifndef __cplusplus
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struct PrimMeshInfo
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{
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uint indexOffset;
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uint vertexOffset;
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int materialIndex;
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};
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vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal)
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{
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// Lambertian
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float dotNL = max(dot(normal, lightDir), 0.0);
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return mat.pbrBaseColorFactor.xyz * dotNL;
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}
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vec3 computeSpecular(GltfShadeMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
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{
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// Compute specular only if not in shadow
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const float kPi = 3.14159265;
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const float kShininess = 60.0;
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// Specular
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const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
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vec3 V = normalize(-viewDir);
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vec3 R = reflect(-lightDir, normal);
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float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
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return vec3(specular);
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}
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#endif
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