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