model-converter-python/shaders/shader.frag

15 lines
390 B
GLSL

varying vec3 fNormal;
vec3 ambientLight = vec3(0.2,0.2,0.2);
vec3 directionnalLight = normalize(vec3(10,5,7));
vec3 directionnalLightFactor = vec3(0.5,0.5,0.5);
void main() {
vec3 ambientFactor = ambientLight;
vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor);
gl_FragColor = vec4(ambientFactor + lambertFactor, 1.0);
}