ctaza/fragment.glsl

24 lines
444 B
GLSL

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