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

20 lines
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511 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, 2.0, 2.0));
vec3 color = texture(samplerColorMap, inUV).rgb;
outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.15, 1.0)) * color;
}