PlanetEditor/grk/cw 6/shaders/shader_5_1_tex.frag

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#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
in vec3 vecNormal;
in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
uniform sampler2D colorTexture;
void main()
{
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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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vec4 textureColor = texture2D(colorTexture, vtc);
outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0);
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}