s473632-grafika/grk2/cw 7/shaders/shader_5_1_tex_sun.frag
2024-02-08 21:52:41 +01:00

27 lines
589 B
GLSL

#version 430 core
uniform vec3 lightPos;
uniform sampler2D colorTexture;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos - worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture(colorTexture, vecTex).rgb;
float diffuse = max(0.1, dot(normal, lightDir));
float ambientIntensity = 0.1;
if (length(lightPos - worldPos) < 1) {
ambientIntensity = 1.0;
}
// Dodajemy wartoϾ ambientIntensity do diffuse
outColor = vec4(textureColor*vec3(2.0f), 1.0);
}