overte-thingvellir/interface/resources/shaders/proceduralParticleSwarmRender.frag
2024-04-17 15:43:20 -07:00

7 lines
244 B
GLSL

layout(location=2) in vec3 _normalWS;
float getProceduralFragment(inout ProceduralFragment proceduralData) {
proceduralData.normal = normalize(_normalWS);
proceduralData.diffuse = 0.5 * (proceduralData.normal + 1.0);
return 0.0;
}