animatedEntityFragment.glsl 538 B

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  1. #version 150
  2. const vec2 lightBias = vec2(0.7, 0.6);//just indicates the balance between diffuse and ambient lighting
  3. in vec2 pass_textureCoords;
  4. in vec3 pass_normal;
  5. out vec4 out_colour;
  6. uniform sampler2D diffuseMap;
  7. uniform vec3 lightDirection;
  8. void main(void){
  9. vec4 diffuseColour = texture(diffuseMap, pass_textureCoords);
  10. vec3 unitNormal = normalize(pass_normal);
  11. float diffuseLight = max(dot(-lightDirection, unitNormal), 0.0) * lightBias.x + lightBias.y;
  12. out_colour = diffuseColour * diffuseLight;
  13. }