procedural-3d-engine/shaders/glsl/tessellation/base.frag
2023-05-09 21:03:02 +02:00

18 lines
418 B
GLSL

#version 450
layout (set = 1, binding = 0) 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(-4.0, -4.0, 0.0));
vec4 color = texture(samplerColorMap, inUV);
outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.2, 1.0)) * color.rgb;
}