Files
gpu-renderer/default-frag.glsl
T

16 lines
383 B
GLSL

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