PlanetEditor/grk/cw 6/shaders/shader_5_1_tex.frag
sasankasa 009943d336 cw 6
2023-12-18 16:15:08 +01:00

25 lines
451 B
GLSL

#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
in vec2 vTC;
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);
}