#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2DArray samplerArray; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inUV; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerArray, inUV); if (color.a < 0.5) { discard; } vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 ambient = vec3(0.65); vec3 diffuse = max(dot(N, L), 0.0) * inColor; outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0); }