blob: 5bf6507a6e42229e25563f10abaf33650318b5cb [file] [log] [blame]
/*
* 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);
}