16 lines
412 B
GLSL
16 lines
412 B
GLSL
#version 330 core
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in vec4 frag_pos;
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in vec4 frag_normal;
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out vec4 output;
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void main() {
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vec4 ambient = vec4(0.0, 0.2, 0.46, 1.0);
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vec4 light_location = vec4(0.0, 5.0, 0.0, 0.0);
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vec4 light_color = vec4(0.1, 0.1, 0.2, 1.0);
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vec4 light_distance = frag_pos - light_location;
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float inverted_dot = -dot(frag_normal.xyz, light_distance.xyz);
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output = ambient * light_color * inverted_dot;
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} |