gutter_runner/assets/shaders/water_ps.glsl

39 lines
914 B
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// in vec3 worldPosition;
in vec3 worldNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform vec3 ambient;
uniform vec3 lightDir;
uniform vec3 lightColor;
// NOTE: Add your custom variables here
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = vec4(1); // texture(texture0, fragTexCoord);
// final color is the color from the texture
// times the tint color (colDiffuse)
// times the fragment color (interpolated vertex color)
float NDotL = max(dot(lightDir, -worldNormal), 0);
// float toon = 0.5 * smoothstep(0.5, 0.51, NDotL) + 0.5;
vec3 light = mix(vec3(ambient), lightColor, NDotL);
finalColor = texelColor * colDiffuse * vec4(light, 1);
}