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