rendlib/assets/shaders/shader.frag

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#version 330 core
in vec4 frag_pos;
in vec4 frag_normal;
in vec3 object_color;
out vec4 outy;
void main() {
vec4 norm = normalize(frag_normal);
vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);
vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
vec4 color = vec4(object_color.xyz, 1.0f);
vec4 light_location = vec4(0.0, 100.0, 0.0, 1.0);
vec4 light_direction = normalize(light_location - frag_pos);
float diff = max(dot(norm.xyz, light_direction.xyz), 0.0);
vec4 diffuse = diff * light_color;
outy = color + diffuse;
}