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