#version 430 core float AMBIENT = 0.1; uniform vec3 color; uniform vec3 lightPos; uniform sampler2D colorTexture; uniform sampler2D normalSampler; in vec2 vecTex; in vec3 viewDirTS; in vec3 lightDirTS; out vec4 outColor; void main() { vec3 normalTS = vec3(0, 0, 1); vec3 textureColor = texture2D(colorTexture, vecTex).xyz; vec3 N = texture2D(normalSampler, vecTex).xyz; N = normalize((N * 2.0) - 1.0); // Normalizujemy wektory w przestrzeni stycznej vec3 lightDir = normalize(lightDirTS); vec3 viewDir = normalize(viewDirTS); float diffuse=max(0,dot(N,lightDir)); outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0); //outColor = vec4(N, 1.0); }