co-maps/libs/shaders/GL/arrow3d_textured.fsh.glsl
2025-11-22 13:58:55 +01:00

23 lines
562 B
GLSL

layout (location = 0) in vec3 v_normal;
layout (location = 1) in vec2 v_texCoords;
layout (location = 0) out vec4 v_FragColor;
layout (binding = 0) uniform UBO
{
mat4 u_transform;
mat4 u_normalTransform;
vec4 u_color;
vec2 u_texCoordFlipping;
};
layout (binding = 1) uniform sampler2D u_colorTex;
const vec3 lightDir = vec3(0.316, 0.0, 0.948);
void main()
{
float phongDiffuse = max(0.0, -dot(lightDir, v_normal));
vec4 color = texture(u_colorTex, v_texCoords) * u_color;
v_FragColor = vec4((phongDiffuse * 0.5 + 0.5) * color.rgb, color.a);
}