33 lines
728 B
GLSL
33 lines
728 B
GLSL
#type vertex
|
|
#version 450 core
|
|
layout(location = 0) in vec3 a_Position;
|
|
layout(location = 1) in vec3 a_Normal;
|
|
layout(location = 2) in vec4 a_Color;
|
|
layout(location = 3) in int a_ObjectID;
|
|
|
|
uniform mat4 u_ViewProjection;
|
|
|
|
out vec3 v_Normal;
|
|
out vec4 v_Color;
|
|
flat out int v_ObjectID;
|
|
|
|
void main() {
|
|
v_Normal = a_Normal;
|
|
v_Color = a_Color;
|
|
v_ObjectID = a_ObjectID;
|
|
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
|
|
}
|
|
#type fragment
|
|
#version 450 core
|
|
in vec3 v_Normal;
|
|
in vec4 v_Color;
|
|
flat in int v_ObjectID;
|
|
|
|
out vec4 color;
|
|
|
|
void main() {
|
|
vec3 lightDir = normalize(vec3(0.5, 1.0, 0.3));
|
|
float diff = max(dot(normalize(v_Normal), lightDir), 0.2);
|
|
color = vec4(v_Color.rgb * diff, v_Color.a);
|
|
}
|