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26 lines
472 B
26 lines
472 B
#version 450
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layout (location = 0) out vec4 outColor;
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layout (location = 0) in vec2 uv;
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layout (location = 1) in vec3 normal;
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void main() {
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// outColor = vec4((normal + vec3(1, 1, 1)) / 2, 1.0);
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vec3 L = vec3(1, 1, 1);
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L = normalize(L);
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vec3 N = normal;
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vec3 albedo = vec3(1, 1, 1);
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float lambertian = max(dot(L, N), 0);
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vec3 diffuse = lambertian * albedo;
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vec3 ambient = vec3(1, 1, 1) * 0.01;
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vec3 C = ambient + diffuse;
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outColor = vec4(C, 1);
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} |