submarine/shaders/shader_tex_with_lighting.frag

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2022-03-18 14:47:31 +01:00
#version 430 core
uniform sampler2D textureSampler;
uniform vec3 lightDir;
uniform vec3 lightAmbient;
in vec3 interpNormal;
in vec2 interpTexCoord;
void main()
{
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y);
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
vec3 normal = normalize(interpNormal);
float diffuse = max(dot(normal, -lightDir), 0.0);
gl_FragColor = vec4(color * (diffuse + lightAmbient), 1.0);
}