Kevin Jerebica
a176afab7e
source code was taken from my project gravity and modified so I can reuse the renderer in other projects. I will also upgrade it, free it from old bugs, put more effort into learning the math behind rendering, etc.
22 lines
549 B
GLSL
22 lines
549 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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in vec3 object_color;
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out vec4 outy;
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void main() {
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vec4 norm = normalize(frag_normal);
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vec4 ambient = vec4(0.7, 0.7788, 0.46, 1.0);
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vec4 light_color = vec4(0.7, 0.7, 0.7, 1.0);
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vec4 color = vec4(object_color.xyz, 1.0f);
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vec4 light_location = vec4(0.0, 100.0, 0.0, 1.0);
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vec4 light_direction = normalize(light_location - frag_pos);
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float diff = max(dot(norm.xyz, light_direction.xyz), 0.0);
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vec4 diffuse = diff * light_color;
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outy = color + diffuse;
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}
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