25 lines
441 B
GLSL
25 lines
441 B
GLSL
#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 colorStart;
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uniform vec3 colorEnd;
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uniform vec3 lightPos;
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in vec3 vecNormal;
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in vec3 worldPos;
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out vec4 outColor;
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void main()
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{
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 normal = normalize(vecNormal);
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float diffuse = max(0, dot(normal, lightDir));
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vec3 gradientColor = mix(colorStart, colorEnd, diffuse);
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outColor = vec4(gradientColor, 1.0);
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}
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