24 lines
444 B
GLSL
24 lines
444 B
GLSL
#version 330 core
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in vec3 world_pos;
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in vec3 normal;
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in vec3 vertex_col;
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vec3 light_pos = vec3(2.0);
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// vec3 light_col = vec3(1.0);
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vec3 light_col = vertex_col;
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void
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main()
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{
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vec3 norm = normalize(normal);
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// vec3 light_dir = normalize(light_pos - world_pos);
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vec3 light_dir = normalize(light_pos);
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float diff = max(dot(norm, light_dir), 0.0);
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vec3 diffuse = diff * light_col;
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gl_FragColor = vec4(diffuse, 1.0);
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}
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