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