procedural-3d-engine/data/shaders/pipelines/texture.frag
2016-02-16 15:07:25 +01:00

21 lines
No EOL
472 B
GLSL

#version 450
layout (binding = 1) uniform sampler2D colorMap;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(colorMap, inUV);
outFragColor.rgb = inNormal;
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(2.0, 2.0, 2.0));
vec3 color = texture(colorMap, inUV).rgb;
outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.15, 1.0)) * color;
}