fogd-engine/resources/default_shader.fs

21 lines
590 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 ambient;
void main() {
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 light_dot = vec3(pow(clamp(dot(fragNormal, lightDirection), 0.0, 1.0), 2.0));
finalColor = texelColor * colDiffuse * vec4(light_dot, 1.0);
finalColor += texelColor * (ambient/10.0) * colDiffuse;
finalColor = pow(finalColor, vec4(vec3(0.6), 1.0));
}