27 lines
615 B
GLSL
27 lines
615 B
GLSL
#version 450
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layout (binding = 1) uniform sampler2DArray samplerArray;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerArray, inUV);
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if (color.a < 0.5)
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{
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discard;
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}
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.65);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
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}
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