s473632-grafika/grk2/cw 7/shaders/shader_5_1_tex.frag
2024-02-08 21:52:41 +01:00

25 lines
608 B
GLSL

#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
uniform sampler2D colorTexture;
uniform sampler2D normal0;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos);
vec3 normal = normalize(vecNormal);
vec3 normals = normalize(texture2D(normal0, vecTex).xyz * 2.0f - 1.0f);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
float diffuse=max(dot(normal,lightDir), 0.0f);
float diffuses=max(dot(normals,lightDir), 0.0f);
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0) * diffuses;
}