2018-06-15 13:48:45 +00:00
|
|
|
#version 460 core
|
|
|
|
|
|
|
|
in vec3 fNormal;
|
|
|
|
in vec2 fTextureCoordinates;
|
|
|
|
in vec3 fColor;
|
|
|
|
|
|
|
|
layout(location = 3) uniform sampler2D sampler;
|
|
|
|
|
|
|
|
out vec4 color;
|
|
|
|
|
|
|
|
const vec3 lightDirection = normalize(vec3(0.0f, 0.0f, -1.0f));
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
vec3 sampleColor = texture(sampler, fTextureCoordinates).rgb;
|
|
|
|
float intensity = clamp(dot(lightDirection, -normalize(fNormal)), 0.0f, 1.0f);
|
|
|
|
color = vec4(intensity * sampleColor * fColor + vec3(0.15f, 0.15f, 0.15f), 1.0f);
|
|
|
|
}
|