#version 430 core uniform sampler2D textureSampler; //uniform vec3 lightDir; uniform vec3 lightPos; in vec3 interpNormal; in vec2 interpTexCoord; void main() { vec3 lightDir = normalize(-lightPos); vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami' 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); }