#version 450 #extension GL_ARB_separate_shader_objects : enable struct DataTransferObject { vec4 frag_color; vec2 frag_texture_coord; vec3 normal; }; layout(location = 0) in DataTransferObject in_dto; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 1) uniform UBODirectionalLight { vec3 direction; vec4 color; } ubo_directional_light; layout(set = 1, binding = 1) uniform sampler2D texture_sampler; void main() { float diffuse_factor = max(dot(in_dto.normal, -ubo_directional_light.direction), 0.0); vec4 diff_samp = texture(texture_sampler, in_dto.frag_texture_coord); vec4 ambient = vec4(vec3(in_dto.frag_color), diff_samp.a); vec4 diffuse = vec4(vec3(ubo_directional_light.color * diffuse_factor), diff_samp.a); diffuse *= diff_samp; ambient *= diff_samp; out_color = (ambient + diffuse); }