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#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);
}
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