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2026-11-08 15:42:54 +01:00

19 lines
380 B
GLSL

#version 400
in vec3 vNormal;
in vec3 vWorldPos;
uniform vec4 u_color;
uniform vec3 u_lightDir;
out vec4 fragColor;
void main()
{
vec3 n = normalize(vNormal);
vec3 l = normalize(u_lightDir);
float diff = max(dot(n, l), 0.0);
float ambient = 0.55;
float light = clamp(ambient + diff * 0.45, 0.0, 1.0);
fragColor = vec4(u_color.rgb * light, u_color.a);
}