procedural-3d-engine/data/shaders/tessellation/base.frag
2016-05-21 16:01:48 +02:00

21 lines
518 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 2) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(0.0, -4.0, 4.0));
vec4 color = texture(samplerColorMap, inUV);
outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.2, 1.0)) * color.rgb * 1.5;
}