﻿id	summary	reporter	owner	description	type	status	priority	milestone	component	version	resolution	keywords	cc
6	SPIRV 리플랙션 / texture	Hongtae Kim	Hongtae Kim	"= GLSL
== vertex shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;

layout (binding = 0) uniform UBO 
{
	mat4 projection;
	mat4 model;
	vec4 viewPos;
	float lodBias;
} ubo;

layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;

out gl_PerVertex 
{
    vec4 gl_Position;   
};

void main() 
{
	outUV = inUV;
	outLodBias = ubo.lodBias;

	vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));

	gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);

    vec4 pos = ubo.model * vec4(inPos, 1.0);
	outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
	vec3 lightPos = vec3(0.0);
	vec3 lPos = mat3(ubo.model) * lightPos.xyz;
    outLightVec = lPos - pos.xyz;
    outViewVec = ubo.viewPos.xyz - pos.xyz;		
}
}}}
== fragment shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 1) uniform sampler2D samplerColor;

layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;

layout (location = 0) out vec4 outFragColor;

void main() 
{
	vec4 color = texture(samplerColor, inUV, inLodBias);

	vec3 N = normalize(inNormal);
	vec3 L = normalize(inLightVec);
	vec3 V = normalize(inViewVec);
	vec3 R = reflect(-L, N);
	vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
	float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;

	outFragColor = vec4(diffuse * color.rgb + specular, 1.0);	
}
}}}"	작업	accepted	사소	pipelineReflection	Graphics/Compute Pipeline	2.0			
