07/shaders/shader.frag

29 lines
410 B
GLSL

#version 420 core
in vec2 texCoord;
layout(std140, binding = 1) uniform Material
{
vec3 ka;
vec3 kd;
vec3 ks;
float p;
};
layout(std140, binding = 2) uniform Light
{
vec3 position;
vec3 color;
} light_f;
uniform sampler2D tex_diffuse;
uniform sampler2D tex_ambient;
uniform sampler2D tex_specular;
out vec4 color;
void main()
{
color = texture(tex_diffuse, texCoord);
}