$input v_pos, v_view, v_normal /* * Copyright 2011-2023 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "common.sh" SAMPLERCUBE(s_texCube, 0); vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } float fresnel(float _ndotl, float _bias, float _pow) { float facing = (1.0 - _ndotl); return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0); } vec4 lit(float _ndotl, float _rdotv, float _m) { float diff = max(0.0, _ndotl); float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m); return vec4(1.0, diff, spec, 1.0); } void main() { vec3 lightDir = vec3(0.0, 0.0, -1.0); vec3 normal = normalize(v_normal); vec3 view = normalize(v_view); vec2 bln = blinn(lightDir, normal, view); vec4 lc = lit(bln.x, bln.y, 1.0); float fres = fresnel(bln.x, 0.2, 5.0); float index = ( (sin(v_pos.x*3.0+u_time)*0.3+0.7) + ( cos(v_pos.y*3.0+u_time)*0.4+0.6) + ( cos(v_pos.z*3.0+u_time)*0.2+0.8) )*M_PI; vec3 color = vec3(sin(index*8.0)*0.4 + 0.6 , sin(index*4.0)*0.4 + 0.6 , sin(index*2.0)*0.4 + 0.6 ); color *= textureCube(s_texCube, reflect(view, -normal) ).xyz; gl_FragColor = encodeRGBE8(color.xyz*lc.y + fres*pow(lc.z, 128.0) ); }