couch/shaders/flat.frag
2021-01-21 15:35:21 -06:00

50 lines
981 B
GLSL

#version 330 core
in vec3 UV;
in vec3 NORMAL;
out vec4 FragColor;
struct Material {
vec3 color;
bool usesColor;
sampler2D tex;
bool usesTex;
float alphaScissor;
bool unshaded;
};
struct DirectionalLight {
vec3 direction;
vec3 color;
float ambient;
float diffuse;
float specular;
};
uniform Material material;
uniform DirectionalLight directionalLight;
void main() {
FragColor = vec4(0.0);
if (material.usesColor) {
FragColor += vec4(material.color, 1.0);
}
if (material.usesTex) {
FragColor += texture(material.tex, UV.xy / UV.z);
}
if (FragColor.w < material.alphaScissor) {
discard;
}
if (!material.unshaded) {
vec3 ambient = directionalLight.ambient * directionalLight.color;
ambient = max(ambient, 0.0);
vec3 diffuse = directionalLight.diffuse * dot(directionalLight.direction, NORMAL) * directionalLight.color;
diffuse = max(diffuse, 0.0);
FragColor *= vec4(ambient + diffuse, 1.0);
}
}