21 lines
395 B
GLSL
21 lines
395 B
GLSL
|
#version 330 core
|
||
|
|
||
|
in vec3 norm;
|
||
|
in vec2 uv;
|
||
|
in vec3 frag_pos;
|
||
|
|
||
|
out vec4 final_col;
|
||
|
|
||
|
uniform sampler2D tex;
|
||
|
|
||
|
void main() {
|
||
|
vec3 light_col = vec3(1, .964, .783);
|
||
|
vec3 ambient = light_col * .2;
|
||
|
|
||
|
vec3 light_dir = normalize(vec3(5, 10, -8));
|
||
|
float diff = max(dot(normalize(norm), light_dir), 0.0);
|
||
|
vec3 diffuse = diff * light_col;
|
||
|
|
||
|
final_col = texture(tex, uv) * vec4(ambient + diffuse, 1);
|
||
|
}
|