COSC-3P93-Project/Step 3/resources/shaders/world.fs

20 lines
464 B
GLSL

#version 330 core
out vec4 FragColor;
in vec2 outUv;
in vec3 outNormal;
uniform sampler2D tex;
uniform int useWhite;
uniform vec3 color;
const vec3 lightDir = vec3(1.0, 1.0, 1.0);
void main() {
vec4 textureColor = texture(tex, outUv);
//FragColor = vec4(textureColor.rgb, 1.0f);
if (useWhite == 0)
FragColor = vec4(vec3(1.0, 1.0f, 0.0f) * dot(lightDir, outNormal) * vec3(outUv, 0.0), 1.0f);
else
FragColor = vec4(color, 1.0f);
}