18 lines
359 B
GLSL
18 lines
359 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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in vec3 vecNormal;
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in vec3 worldPos;
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out vec4 finalColor;
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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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finalColor = vec4(color*min(1,AMBIENT+diffuse), 1.0);
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} |