GRK_game_scene/cw 9/shaders/shader_tex.frag

21 lines
461 B
GLSL

#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
//uniform vec3 lightPos;
uniform sampler2D colorTexture;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
void main()
{
//vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
//float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(textureColor/**min(1,AMBIENT+diffuse)*/, 1.0);
}