model-converter/assets/shaders/shader.frag

32 lines
652 B
GLSL

#version 140
uniform sampler2D tex;
uniform vec3 diffuse;
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 * vec4(diffuse, 1.0) * texture(tex, v_tex_coords);
if (color.a < 0.05) {
discard;
} else {
color.a = 1.0;
}
}