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render/wireframe_fragment.glsl
2025-11-19 20:11:18 +05:00

24 lines
487 B
GLSL

#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
// Wireframe стиль
vec3 lightColor = vec3(0.0, 1.0, 0.5);
vec3 objectColor = vec3(0.1, 0.1, 0.1);
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 result = objectColor + lightColor * diff * 0.3;
FragColor = vec4(result, 1.0);
}