openmw/files/shaders/debugDraw_fragment.glsl

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#version 330 compatibility
in vec3 vertexColor;
in vec3 vertexNormal;
out vec4 fragColor;
void main()
{
vec3 lightDir = normalize(vec3(-1.,-2.,-0.5));
float lightAttenuation = dot(-lightDir, vertexNormal) * 0.5 + 0.5;
fragColor = vec4(vertexColor * lightAttenuation, 1.);
}