protot/data/shaders/fs_default.glsl

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#version 150 core
uniform vec4 uColor;
uniform vec3 uLightDirection;
smooth in vec4 ioFragColor;
in vec3 ioNormal;
out vec4 outColor;
void main() {
float ambient_strength = 0.1;
vec4 ambient = ambient_strength * ioFragColor;
vec3 norm = normalize(ioNormal);
vec3 light_dir = normalize(uLightDirection);
float diff = max(dot(norm, light_dir), 0.0);
vec4 diffuse = diff * ioFragColor;
outColor = ambient + diffuse;
}