Files
inferno-hart/res/shaders/basic.frag
2023-12-19 16:14:50 +00:00

27 lines
660 B
GLSL

#version 450 core
layout (location = 0) in vec3 vNormal;
layout (location = 1) in vec3 vFragPos;
layout(location = 0) out vec4 outColour;
vec3 lightColour = {1.0, 1.0, 1.0};
vec3 lightPos = {12.0, 2.0, 4.0};
vec3 objectColour = {1.0, 0.74, 0.21};
void main() {
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColour;
// diffuse
vec3 norm = normalize(vNormal);
vec3 lightDir = normalize(lightPos - vFragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColour;
vec3 result = (ambient + diffuse) * objectColour;
outColour = vec4(vNormal + 1.0 / 2.0, 1.0);
}