16 lines
292 B
GLSL
16 lines
292 B
GLSL
#version 330 core
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uniform vec3 light_dir;
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in vec3 frag_col;
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in vec3 frag_pos;
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in vec3 normal;
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out vec3 col;
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void main() {
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vec3 norm = normalize(normal);
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vec3 lightDir = normalize(-light_dir);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * frag_col;
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col = diffuse;
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}
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