fogd-engine/resources/default_shader.fs

22 lines
638 B
GLSL

#version 330
in vec2 fragTexCoord; // texture coordinate
in vec3 fragNormal; // normal direction
uniform sampler2D texture0;
uniform vec4 colDiffuse;
out vec4 finalColor;
uniform vec3 lightDirection; // direction of light
uniform vec4 ambientLight;
void main() {
vec4 texelColor = texture(texture0, fragTexCoord);
float light_dot = clamp(dot(normalize(fragNormal), normalize(lightDirection)), 0.0, 1.0);
vec4 light_col = vec4(vec3(light_dot), 1.0);
finalColor = texelColor * colDiffuse * light_col;
finalColor += texelColor * colDiffuse * ambientLight;
finalColor = pow(finalColor, vec4(vec3(0.8), 1.0));
}