24 lines
442 B
GLSL
24 lines
442 B
GLSL
#version 430 core
|
|
|
|
float AMBIENT = 0.1;
|
|
|
|
uniform vec3 lightPos;
|
|
|
|
in vec3 vecNormal;
|
|
in vec3 worldPos;
|
|
in vec2 vtc;
|
|
|
|
out vec4 outColor;
|
|
|
|
uniform sampler2D colorTexture;
|
|
|
|
void main()
|
|
{
|
|
vec3 lightDir = normalize(lightPos - worldPos);
|
|
vec3 normal = normalize(vecNormal);
|
|
float diffuse = max(0, dot(normal, lightDir));
|
|
|
|
vec4 textureColor = texture2D(colorTexture, vtc);
|
|
outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0);
|
|
}
|