s473632-grafika/grk2/cw 7/shaders/shader_5_1_clouds.frag

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2024-02-08 21:52:41 +01:00
#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
uniform sampler2D colorTexture;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos);
vec3 normal = normalize(vecNormal);
vec4 textureColor = texture2D(colorTexture, vecTex).rgba;
if (texture2D(colorTexture, vecTex).a < 0.05)
discard;
float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(textureColor.rgba*min(1,AMBIENT+diffuse));
}