20 lines
481 B
GLSL
20 lines
481 B
GLSL
#version 450
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float ambient = 0.05;
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vec3 light_dir = normalize(vec3(2, 2, -1));
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vec3 base_colour = vec3(1.0, 0.94, 0.8);
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layout(location = 0) in vec3 frag_normal;
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layout(location = 1) in vec4 light_pos;
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layout(location = 0) out vec4 out_colour;
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layout(binding = 2) uniform sampler2DShadow shadow_map;
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void main()
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{
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float lambertian = max(dot(frag_normal, light_dir), 0.0);
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float intensity = min(lambertian + ambient, 1.0);
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out_colour = vec4(intensity * base_colour, 1.0);
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}
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