procedural-3d-engine/shaders/glsl/computecullandlod/indirectdraw.frag
2023-05-09 21:03:02 +02:00

17 lines
432 B
GLSL

#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 ambient = vec3(0.25);
vec3 diffuse = vec3(max(dot(N, L), 0.0));
outFragColor = vec4((ambient + diffuse) * inColor, 1.0);
}