Aucune description

base.frag 518B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 2) uniform sampler2D samplerColorMap;
  5. layout (location = 0) in vec3 inNormal;
  6. layout (location = 1) in vec2 inUV;
  7. layout (location = 0) out vec4 outFragColor;
  8. void main()
  9. {
  10. vec3 N = normalize(inNormal);
  11. vec3 L = normalize(vec3(0.0, -4.0, 4.0));
  12. vec4 color = texture(samplerColorMap, inUV);
  13. outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.2, 1.0)) * color.rgb * 1.5;
  14. }