23 lines
395 B
GLSL
23 lines
395 B
GLSL
#pragma language glsl4
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in vec3 PixelNormal;
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in vec3 PixelColor;
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in float PixelBlock;
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out vec4 out_color;
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void pixelmain()
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{
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if (PixelBlock == 0) {
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discard;
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return;
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}
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vec3 light_direction = normalize(vec3(-1, -0.5, 0.5));
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float diffuse_intensity = max(dot(PixelNormal, light_direction), 0.0);
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vec3 color = PixelColor * diffuse_intensity;
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out_color = vec4(color, 1.0);
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}
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