#version 140

uniform sampler2D tex;

in vec3 v_normal;
in vec2 v_tex_coords;

out vec4 color;

vec3 ambientLight = vec3(0.3,0.3,0.3);
vec3 directionnalLight = normalize(vec3(10,5,7));
vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);

void main() {

    vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
    lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);

    vec4 factor = vec4(ambientLight + lambertComponent, 1.0);

    color = factor * texture(tex, v_tex_coords);

    if (color.a < 0.05) {
        discard;
    } else {
        color.a = 1.0;
    }

}