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ImHex/plugins/builtin/romfs/shaders/default/fragment.glsl

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313 B
GLSL

#version 330 core
in vec3 normal;
out vec4 color;
void main() {
vec3 norm = normalize(normal);
vec3 lightDir = normalize(vec3(0, 0, -1));
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * vec3(1.0, 1.0, 1.0);
color = vec4(1.0f, 0.5f, 0.2f, 1.0f) * vec4(diffuse, 1.0) + 0.1;
}