Files
i-mic-fps/shaders/fragment/default.glsl

26 lines
684 B
GLSL

# version 330 core
in vec3 outPosition;
in vec3 outColor;
in vec4 outNormal;
in vec3 outUV;
in float outTextureID;
in vec3 outLightPos;
in vec3 outFragPos;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
void main() {
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
vec3 lightDir = normalize(outLightPos - outFragPos);
vec3 ambient = vec3(0.5, 0.5, 0.35);
float diffuse = max(dot(vec3(outNormal), lightDir), -0.2);
vec3 specular = vec3(0, 0, 0);
vec3 result =(ambient + diffuse + specular) * outColor;
gl_FragColor = vec4(result, 1.0);
}