DuctTaped_GL/PhongShader.frag

34 lines
622 B
GLSL

#version 330 core
out vec4 FragColor;
//in vec3 FragPosition;
//in vec3 Normal ;
uniform vec3 ObjectColor;
//uniform vec3 LightPosition;
uniform vec3 LightColor ;
void main()
{
float AmbientStrength = 0.1;
vec3 ambient = AmbientStrength * LightColor ;
// vec3 Direction = normalize(Normal );
// vec3 LightDirection = normalize(LightPosition - FragPosition);
//
// float DiffuseStrength = max(dot(Normal, LightDirection), 0.0);
// vec3 diffuse = DiffuseStrength * LightColor ;
vec3 result = (ambient ) * ObjectColor;
FragColor = vec4(result, 1.0);
}