Files
nmage/res/shaders/simple.glsl

56 lines
1.3 KiB
GLSL
Executable File

//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;
void main()
{
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
}
//shader:fragment
#version 410
uniform float ambientStrength = 0.1;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
uniform vec3 lightPos1;
uniform vec3 lightColor1;
uniform sampler2D diffTex;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
void main()
{
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
}