cpp-xnoecraft2/res/fragment_shader.dat

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#version 330 core
out vec4 color;
in vec3 position_pass;
in vec3 camera_position_pass;
in vec3 normal_pass;
in vec2 uv_pass;
float min_brightness = 0.05;
vec3 sun_position = vec3(1000.0, 1000.0, 1000.0);
float shine_dampener = 10;
float reflectivity = 5;
uniform sampler2D sampler;
void main() {
color = texture(sampler, uv_pass);
vec3 to_sun_vector = normalize(sun_position - position_pass);
float intensity = clamp(dot(to_sun_vector, normal_pass), 0.25, 1.0);
color.xyz *= intensity;
}