feat: add Lambertian lighting to fragment shader for surface shading

This commit is contained in:
2025-10-02 01:27:45 +02:00
parent bdfafea108
commit ba305c56fd

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@@ -6,5 +6,8 @@ in vec4 vColor;
in vec3 vNormal;
void main() {
color = vec4(vNormal, 1.0);
vec3 lightDirection = normalize(vec3(0.8, -0.5, 0.6));
float lambert = max(0.0, dot(normalize(vNormal), -lightDirection));
vec3 litColor = vColor.rgb * lambert;
color = vec4(litColor, vColor.a);
}