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#version 330
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec3 sun_direction;
uniform vec3 sun_colour;
uniform float sun_intensity;
uniform vec3 moon_direction;
uniform vec3 moon_colour;
uniform float moon_intensity;
uniform vec3 ambient_colour;
uniform float ambient_intensity;
in vec2 frag_texcoord;
in vec4 frag_colour;
in vec3 frag_world_normal;
out vec4 finalColor;
void
main()
{
vec3 normal = normalize(frag_world_normal);
// float sun_diffuse = max(
// dot(normal, sun_direction),
// 0.0
// );
// half lambert
float sun_diffuse = dot(normal, sun_direction) * 0.5 + 0.5;
sun_diffuse *= sun_diffuse;
float moon_diffuse = max(
dot(normal, moon_direction),
0.0
);
vec3 ambient_light =
ambient_colour * ambient_intensity;
vec3 sun_light =
sun_colour *
sun_intensity *
sun_diffuse;
vec3 moon_light =
moon_colour *
moon_intensity *
moon_diffuse;
vec3 lighting =
ambient_light +
sun_light +
moon_light;
vec4 texel =
texture(texture0, frag_texcoord) *
colDiffuse *
frag_colour;
finalColor = vec4(
texel.rgb * max(lighting, vec3(0.0)),
texel.a
);
}
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