14 lines
368 B
GLSL
14 lines
368 B
GLSL
#version 460 core
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layout(location = 0) in vec3 inFragPos;
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layout(location = 1) in vec3 inNormal;
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layout(location = 0) out vec4 outColor;
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void main() {
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const vec3 norm = normalize(inNormal);
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const vec3 lightDir = normalize(vec3(5) - inFragPos);
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const float diff = max(dot(norm, lightDir), 0.0);
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outColor = vec4(vec3(0.1) + vec3(diff), 1.0);
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}
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