kubi/shaders/world.frag

16 lines
350 B
GLSL

#version 150 core
in vec3 v_normal;
in vec2 v_uv;
flat in uint v_tex_index;
out vec4 color;
uniform sampler2DArray tex;
void main() {
// base color from texture
color = texture(tex, vec3(v_uv, v_tex_index));
//basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.);
}