15 lines
304 B
GLSL
15 lines
304 B
GLSL
#version 330
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in vec4 pos_model;
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in vec3 vec_normal;
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out vec4 fragColor;
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uniform vec4 couleur;
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uniform vec4 lumpos;
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void main() {
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vec3 torche = normalize(pos_model.xyz - lumpos.xyz);
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float intensite_eclairage = clamp(dot(vec_normal, -torche), 0, 1);
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fragColor = intensite_eclairage * couleur;
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}
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