RustPhysicsMQ/src/shaders/shader.frag

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2025-11-23 18:40:48 +00:00
#version 330 core
in vec4 v_normal;
in vec4 color;
uniform int render_normals_bool;
out vec4 FragColor;
const float ambient_strenght = 0.3;
const float diffuse_strenght = 0.7;
void main() {
vec3 lightDir = vec3(1.0, 0.3, 0.2);
float diff = max(dot(normalize(vec3(v_normal.x, v_normal.y, v_normal.z)), normalize(lightDir)), 0) * diffuse_strenght;
if (render_normals_bool == 1) {
FragColor = vec4(v_normal);
}
else {
FragColor = color * (1 / 256.0) * (ambient_strenght + diff);
}
}