Projekt_Grafika/shaders/shader_tex.frag

20 lines
602 B
GLSL

#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);
}