24 lines
422 B
GLSL
24 lines
422 B
GLSL
#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 lightPos;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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uniform sampler2D colorTexture;
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void main()
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{
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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);
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outColor = vec4(vec3(textureColor) * 1.5, 1.0);
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}
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