udemy_opengl/shaders/shader.frag

27 lines
615 B
GLSL

#version 330
in vec4 vertex_color;
in vec2 texture_coord;
in vec3 normal;
out vec4 color;
struct Directional_Light {
vec3 color;
float ambient_intensity;
vec3 direction;
float diffuse_intensity;
};
uniform sampler2D tex;
uniform Directional_Light sun;
void main() {
vec4 ambient_color = vec4(sun.color, 1.0f) * sun.ambient_intensity;
float diffuse_factor = max(dot(normalize(normal), normalize(sun.direction)), 0.0f);
vec4 diffuse_color = vec4(sun.color, 1.0f) * sun.diffuse_intensity * diffuse_factor;
color = texture(tex, texture_coord) * (ambient_color + diffuse_color);
}