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