tes-tiger/resources/shader.fragment
2018-06-15 18:48:45 +05:00

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#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);
}