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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_normal;
out vec4 finalColor;
void main() {
vec4 texel = texture(texture0, frag_texcoord) * frag_colour;
if (texel.a < 0.5) {
discard;
}
texel.rgb += colDiffuse.rgb;
vec3 normal = normalize(frag_normal);
if (!gl_FrontFacing) {
normal = -normal;
}
float sun_diffuse = max(dot(normal, sun_direction), 0.0);
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 = max(
ambient_light + sun_light + moon_light,
vec3(0.0)
);
finalColor = vec4(texel.rgb * lighting, 1.0);
}
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