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novus/renderer/shaders/mesh.frag

20 lines
448 B
GLSL

#version 450
layout(location = 0) in vec3 inNormal;
layout(location = 1) in vec3 inFragPos;
layout(location = 2) in vec2 inUV;
layout(location = 0) out vec4 outColor;
layout(binding = 3) uniform sampler2D tex;
void main() {
const vec3 lightPos = vec3(3);
vec3 norm = normalize(inNormal);
vec3 lightDir = normalize(lightPos - inFragPos);
float diff = max(dot(norm, lightDir), 0.0);
outColor = texture(tex, inUV) * diff;
}