#version 450 layout (location = 0) out vec4 outColor; layout (location = 0) in vec2 uv; layout (location = 1) in vec3 normal; layout (set = 0, binding = 2) uniform sampler2D texSampler; void main() { // outColor = vec4((normal + vec3(1, 1, 1)) / 2, 1.0); vec3 L = vec3(1, 5, 1); L = normalize(L); vec3 N = normal; vec3 albedo = vec3(uv.xy, 1); albedo = texture(texSampler, uv).rgb; float lambertian = max(dot(L, N), 0); vec3 diffuse = lambertian * albedo; vec3 ambient = albedo * 0.1; vec3 C = ambient + diffuse; outColor = vec4(C, 1); }