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