pleascach/assets/shaders/lambert.frag
2024-02-04 14:30:03 -05:00

23 lines
574 B
GLSL

#version 460 core
layout (location = 0) in vec3 norm;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 pos;
layout (location = 0) out vec4 FragColor;
layout (set = 0, binding = 0) uniform Matrices {
mat4 mvp;
float time;
vec3 cam_pos;
};
layout (set = 0, binding = 1) uniform sampler2D tex;
void main() {
vec3 light_pos = normalize(vec3(cos(time), sin(time), 0.0))*10.0;
vec3 L = normalize(light_pos-pos);
float r = length(light_pos-pos);
float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r);
FragColor = vec4(t, t/2.0, t*2.0, 1.0);
}