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#define FP highp
uniform FP vec4 lightPosition;
uniform FP vec3 lightIntensity;
varying FP vec3 position;
varying FP vec3 normal;
varying FP vec3 color;
FP vec3 adModel( const FP vec3 pos, const FP vec3 n, const FP vec3 col )
{
// Calculate the vector from the light to the fragment
FP vec3 s = normalize( vec3( lightPosition ) - pos );
// Calculate the diffuse component
FP float diffuse = max( dot( s, n ), 0.0 );
// Combine the ambient and diffuse
return lightIntensity * ( col + col * diffuse );
}
void main()
{
gl_FragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 );
}
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