rbdlsim/data/shaders/default_frag.glsl

13 lines
207 B
GLSL

#version 330
out vec4 fragColor;
smooth in vec4 ioFragColor;
in vec3 ioNormal;
in vec2 ioUV;
void main()
{
float diff = max(dot(ioNormal, vec3(1., 1., 1.)), 0.3);
fragColor = ioFragColor * diff;
}