23 lines
398 B
GLSL
23 lines
398 B
GLSL
#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 lightDir;
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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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in vec2 vTC;
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uniform sampler2D colorTexture;
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void main()
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{
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vec3 normal = normalize(vecNormal);
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float diffuse = max(0.0, dot(normal, -lightDir));
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vec4 textureColor = texture2D(colorTexture, vTC);
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outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0);
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}
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