32 lines
599 B
GLSL
32 lines
599 B
GLSL
#version 430 core
|
|
|
|
float AMBIENT = 0.1;
|
|
|
|
uniform vec3 color;
|
|
uniform sampler2D colorTexture;
|
|
uniform sampler2D normalSampler;
|
|
|
|
in vec3 worldPos;
|
|
in vec2 vecTex;
|
|
|
|
in vec3 viewDirTS;
|
|
in vec3 lightDirTS;
|
|
|
|
out vec4 outColor;
|
|
|
|
void main()
|
|
{
|
|
vec3 normal = vec3(0,0,1);
|
|
vec3 lightDir = normalize(lightDirTS);
|
|
|
|
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
|
|
|
|
vec3 N = texture2D(normalSampler, vecTex).xyz;
|
|
N = 2.0 * N - 1.0;
|
|
N = normalize(N);
|
|
|
|
//float diffuse=max(0,dot(normal,lightDir));
|
|
float diffuse=max(0,dot(N,lightDir));
|
|
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
|
|
}
|