18 lines
418 B
GLSL
18 lines
418 B
GLSL
#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(-4.0, -4.0, 0.0));
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vec4 color = texture(samplerColorMap, inUV);
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outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.2, 1.0)) * color.rgb;
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}
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