20 lines
602 B
GLSL
20 lines
602 B
GLSL
#version 430 core
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uniform sampler2D textureSampler;
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//uniform vec3 lightDir;
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uniform vec3 lightPos;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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void main()
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{
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vec3 lightDir = normalize(-lightPos);
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vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
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vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
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vec3 normal = normalize(interpNormal);
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float ambient = 0.2;
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float diffuse = max(dot(normal, -lightDir), 0.0);
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gl_FragColor = vec4(color * (ambient + (1-ambient) * diffuse), 1.0);
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}
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