learn-opengl/08-colors-basic-light/shaders/08-frag.glsl
2026-08-21 13:15:55 -04:00

26 lines
553 B
GLSL

#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec2 TexCoord;
in vec3 Normal;
uniform sampler2D texture1;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
void main()
{
float ambientStrength = 0.2;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = ambient + diffuse;
FragColor = texture(texture1, TexCoord) * vec4(result, 1.0);
}