#version 450
layout(binding = 0) uniform sampler2D material_tex;
layout(location = 0) in vec2 in_uv;
layout(location = 1) in vec3 in_normal;
layout(location = 0) out vec4 out__value;
void main() {
vec4 albedo = texture(material_tex, in_uv);
vec3 n = normalize(in_normal);
vec3 light_dir = normalize(vec3(1.0, 1.0, 0.5));
float light = max(dot(n, light_dir), 0.0);
out__value = vec4((albedo.rgb * light), albedo.a);
}