16 lines
419 B
GLSL
16 lines
419 B
GLSL
#version 460 core
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layout (location = 0) in vec3 normal;
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layout (location = 1) in vec2 texture_coord;
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out vec4 frag_color;
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uniform sampler2D tex;
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vec3 light_pos = vec3(4.0, 5.0, -3.0);
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vec3 light_color = vec3(0.5, 0.5, 0.5);
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void main() {
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float light_angle = max(dot(normalize(normal), normalize(light_pos)), 0.0);
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frag_color = texture(tex, tex_coord) * vec4((0.3 + 0.7 * light_angle) * light_color, 1.0);
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}
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