17 uniform DirLight directional;
21 vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
25 vec3 viewDir = normalize(viewPos - FragPos);
27 FragColor = vec4(CalcDirLight(directional, Normal, viewDir) * color, 1.0);
30 vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
33 vec3 ambient = light.ambient;
35 vec3 norm = normalize(normal);
38 vec3 lightDir = normalize(-light.direction);
39 float diff = max(dot(norm, lightDir), 0.0);
40 vec3 diffuse = light.diffuse * diff;
42 return (ambient + diffuse);