29 lines
610 B
GLSL
29 lines
610 B
GLSL
#version 330 core
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in vec2 oUV;
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in vec3 oNormal;
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in vec3 oFragPos;
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out vec4 FragColor;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform float ambientStrength;
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uniform vec3 ambientColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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void main()
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{
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vec3 ambient = ambientColor * ambientStrength;
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vec3 norm = normalize(oNormal);
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vec3 lightDir = normalize(lightPos - oFragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2);
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FragColor = vec4(ambient + diffuse, 1.0) * objColor;
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} |