29 lines
No EOL
849 B
GLSL
29 lines
No EOL
849 B
GLSL
#version 330 core
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in vec2 passTextureCoords;
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in vec3 passNormals;
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uniform vec4 color;
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uniform sampler2D albedoTexture;
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uniform bool useAlbedoTexture;
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out vec4 fragmentColor;
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void main() {
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if (useAlbedoTexture) {
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vec4 textureColor = texture(albedoTexture, passTextureCoords);
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vec3 lightDirection = normalize(vec3(0.5, 0.5, 1.0)); // Direction of the light source
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// Calculate diffuse lighting
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float diffuseFactor = max(dot(normalize(passNormals), lightDirection), 0.0);
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vec3 diffuseLight = vec3(1.0) * diffuseFactor;
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// Combine diffuse lighting and texture color
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vec3 finalColor = (diffuseLight + color.xyz) * textureColor.rgb;
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fragmentColor = vec4(finalColor, textureColor.a);
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} else {
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// If no texture, use the solid color
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fragmentColor = color;
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}
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} |