veloren/voxygen/shaders/terrain.frag
2019-06-04 00:09:49 +02:00

33 lines
540 B
GLSL

#version 330 core
#include <globals.glsl>
in vec3 f_pos;
in vec3 f_norm;
in vec3 f_col;
in float f_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec4 tgt_color;
void main() {
float glob_ambience = 0.001;
float sun_ambience = 0.9;
vec3 sun_dir = normalize(vec3(1.3, 1.7, 2.1));
float sun_diffuse = dot(sun_dir, f_norm);
float sun_light = sun_ambience + sun_diffuse;
float static_light = glob_ambience + min(sun_light, f_light);
vec3 light = vec3(static_light);
tgt_color = vec4(f_col * light, 1.0);
}