21 lines
No EOL
472 B
GLSL
21 lines
No EOL
472 B
GLSL
#version 450
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layout (binding = 1) uniform sampler2D colorMap;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(colorMap, inUV);
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outFragColor.rgb = inNormal;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(2.0, 2.0, 2.0));
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vec3 color = texture(colorMap, inUV).rgb;
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outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.15, 1.0)) * color;
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}
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