layout(location = 4) in vec3 vertexColor;
out vec3 fragmentPosition;
-out vec3 fragmentNormal;
out vec2 fragmentTextureCoordinates;
out float fragmentTextureIndex;
out vec3 fragmentColor;
gl_Position = VP * worldSpace;
fragmentPosition = worldSpace.xyz;
- fragmentNormal = vertexNormal;
fragmentTextureCoordinates = vertexTextureCoordinates;
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
- float diffuseLight = 0.3 * daylight * clamp(dot(normalize(fragmentNormal), normalize(lightDir)), 0.0, 1.0);
- float light = ambientLight + diffuseLight;
-
- fragmentColor *= light;
+ fragmentColor *= ambientLight + 0.3 * daylight * clamp(dot(normalize(vertexNormal), normalize(lightDir)), 0.0, 1.0);
}