#version 450 core layout(location = 0) in vec3 FragmentNormal; layout(location = 0) out vec4 FragColor; layout(binding=10) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 view_pos; vec2 canvas_resolution; vec2 viewport_resolution; }fs_world; layout(binding=1) uniform ColorMaterial { vec4 color; vec4 ambient; } color_material; layout(binding=2) uniform Sun { vec3 direction; }sun; vec4 ComputeSunlightFinalColor() { float intensity=max(dot(normalize(FragmentNormal*mat3(fs_world.mvp)),sun.direction),0.0); return max(color_material.color*intensity,color_material.ambient); } void main() { FragColor=ComputeSunlightFinalColor(); }