#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 2) uniform sampler2D samplerColorMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { vec3 N = normalize(inNormal); vec3 L = normalize(vec3(0.0, -4.0, 4.0)); vec4 color = texture(samplerColorMap, inUV); outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.2, 1.0)) * color.rgb * 1.5; }