26 lines
545 B
GLSL
26 lines
545 B
GLSL
#version 330
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in vec3 Normal;
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in vec3 FragPos;
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uniform vec3 lightPos;
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out vec4 outColour;
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vec3 objectColour = vec3(0.58, 0.61, 0.627);
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vec3 lightColour = vec3(0.0, 1.0, 1.0);
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void main() {
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float ambientStrength = 0.5;
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vec3 ambient = ambientStrength * lightColour;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColour;
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vec3 result = (ambient + diffuse) * objectColour;
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outColour = vec4(result, 1.0);
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}
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