$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2 /* * Copyright 2021 elven cache. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "../common/common.sh" // struct ModelUniforms uniform vec4 u_modelParams[2]; #define u_color (u_modelParams[0].xyz) #define u_lightPosition (u_modelParams[1].xyz) int ModHelper (float a, float b) { return int( a - (b*floor(a/b))); } vec3 GetGridColor (vec2 position, float width, vec3 color) { position = abs(floor( position + vec2(-width, -width) )); int posXMod = ModHelper(position.x, 2.0); int posYMod = ModHelper(position.y, 2.0); float gridColorScale = (posXMod == posYMod) ? 0.75 : 1.25; return toLinear(color) * gridColorScale; } void main() { vec3 worldSpacePosition = v_texcoord1.xyz; // contains ws pos vec2 gridCoord = worldSpacePosition.xz; // assuming y is up vec3 gridColor = GetGridColor(gridCoord.xy, 0.002, u_color); // get vertex normal vec3 normal = normalize(v_normal); vec3 light = (u_lightPosition - worldSpacePosition); light = normalize(light); float NdotL = saturate(dot(normal, light)); float diffuse = NdotL * 1.0; vec3 V = v_texcoord2.xyz; // contains view vector vec3 H = normalize(V+light); float NdotH = saturate(dot(normal, H)); float specular = 5.0 * pow(NdotH, 256); float ambient = 0.1; float lightAmount = ambient + diffuse; vec3 color = gridColor * lightAmount + specular; // leave color in linear space for better dof filter result gl_FragColor = vec4(color, 1.0); }