c-project/resources/fragment.frag

27 lines
359 B
GLSL

#version 420 core
out vec4 color;
in vec2 v_textureUV;
in float v_ao;
layout(binding = 0) uniform sampler2D u_texture;
uniform int u_ao;
void main()
{
color.rgba = texture2D(u_texture, v_textureUV).rgba;
float ambiendPart = 0.3;
if(u_ao == 0){ambiendPart = 0;}
float light = (v_ao * ambiendPart) + (1.0 - ambiendPart);
color.rgb *= light;
}