19 lines
448 B
GLSL
19 lines
448 B
GLSL
#version 430 core
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uniform vec3 objectColor;
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uniform vec3 lightDir;
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uniform sampler2D texture;
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in vec3 interpNormal;
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in vec2 texCoords;
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void main()
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{
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vec3 normal = normalize(interpNormal);
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float diffuse = max(dot(normal, -lightDir), 0.0);
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vec2 newTexCoords = vec2(texCoords.x, -texCoords.y);
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vec4 textureColor = texture2D(texture, newTexCoords);
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gl_FragColor = vec4(textureColor.x, textureColor.y, textureColor.z, 1.0);
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}
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