#version 150
in vec2 t_uv;
out vec4 out_color;
uniform sampler2D nrm;
uniform sampler2D tex;
void main() {
vec4 light_dir = normalize(vec4(1.0, 1.0, 1.0, 1.0));
vec4 pixel = texture(tex, t_uv);
vec4 normal = texture(nrm, t_uv);
float l = max(dot(light_dir, normalize(normal)), 0.0);
vec3 col = vec3(pixel) * pow(l, 4.0);
if (pixel.a < 0.1) {
discard;
}
out_color = vec4(col, 1.0);
}