#version 140
in vec3 o_nrm;
in vec2 o_tex;
uniform vec3 u_light;
uniform sampler2D tex;
out vec4 color;
void main() {
float brightness = dot(normalize(o_nrm), normalize(u_light));
float factor = 0.5 + (brightness * 0.5);
vec2 near_tex = (floor(o_tex * 32.0) + 0.5) / 32.0;
color = texture(tex, near_tex) * factor;
}