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