#version 410 core uniform sampler2D textureSampler; uniform vec3 lightDir; in vec3 interpNormal; in vec2 interpTexCoord; in vec3 fragPos; in float visibility; //vec4(0.0175,0.4716,0.5109,1.0) void main() { vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb; vec3 normal = normalize(interpNormal); float ambient = 0.2; float diffuse = max(dot(normal, -lightDir), 0.0); gl_FragColor = vec4(color * (ambient + (1-ambient) * diffuse), 1.0); gl_FragColor = mix(vec4(0.0175,0.4716,0.5109,1), gl_FragColor, visibility); }