skein/frag_lit.glsl

31 lines
762 B
GLSL

#version 330 core
in vec3 Normal;
in vec3 FragPos;
out vec4 FragColor;
void main()
{
vec3 objectColor = vec3(1.0, 1.0, 1.0);
vec3 result;
// Ambient lighting
vec3 ambientLightColor = vec3(1.0, 1.0, 1.0);
float ambientStrength = 0.0;
vec3 ambient = ambientStrength * ambientLightColor;
// Directional lighting
vec3 dirColorHi = vec3(.39, .40, .21) * 2.0;
vec3 dirColorLo = vec3(.45, .22, .33) * 2.0;
vec3 lightPos = vec3(10.0, 7.0, -8.0);
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = dot(normal, lightDir) * .5 + .5;
vec3 diffuse = mix(dirColorLo, dirColorHi, diff);
result = (ambient + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
}