grk_5sem_labs/cw 5/shaders/shader_5_sun.frag
2023-11-25 13:34:52 +01:00

24 lines
532 B
GLSL

#version 430 core
uniform vec3 color;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 cameraPos;
float M_PI = 3.1415926535897932384626433832795;
in vec3 interpNormal;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
out vec4 outColor;
void main()
{
vec3 normalizedVertexNormal = normalize(vertexNormalOut);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
float angle = dot(viewDir, normalizedVertexNormal);
//outColor = vec4(color * (angle / M_PI), 1.0);
outColor = vec4(mix(color, vec3(1), angle), 1.0);
}