diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-28 22:05:14 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-28 22:05:14 -0600 |
| commit | 3729fe29b862a8b1d58967c45942535e7087b73b (patch) | |
| tree | b444560dff8d1b3480856484b2ab5bb7f02d9d00 /shaders/fragment.glsl | |
| parent | c289fc917a370cb421b25e44c6b28e21b58d7296 (diff) | |
Add basic directional light
Diffstat (limited to 'shaders/fragment.glsl')
| -rw-r--r-- | shaders/fragment.glsl | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/shaders/fragment.glsl b/shaders/fragment.glsl index da55675..e3bd9db 100644 --- a/shaders/fragment.glsl +++ b/shaders/fragment.glsl @@ -1,6 +1,15 @@ #version 410 core out vec4 frag_colour; uniform vec3 face_colors[6]; +uniform vec3 light_color; +in vec3 normal; +in vec3 frag_pos; void main() { - frag_colour = vec4( face_colors[gl_PrimitiveID/2], 1.0 ); + vec3 ambient_color = vec3(0.1); + vec3 norm = normalize(normal); + vec3 light_dir = normalize(vec3(1.0f, 1.0f, 1.0f)); + float diff = max(dot(norm, light_dir), 0.0); + vec3 diffuse = diff * vec3(1.0); + + frag_colour = vec4((ambient_color + diffuse) * face_colors[gl_PrimitiveID/2], 1.0); }; |
