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

22 lines
377 B
GLSL

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