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#version 150 core
// TODO: Replace with a uniform block
uniform vec4 lightPosition;
uniform vec3 lightIntensity;
in vec3 position;
in vec3 normal;
in vec3 color;
out vec4 fragColor;
vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col )
{
// Calculate the vector from the light to the fragment
vec3 s = normalize( vec3( lightPosition ) - pos );
// Calculate the diffuse component
float diffuse = max( dot( s, n ), 0.0 );
// Combine the ambient and diffuse contributions
return lightIntensity * ( col + col * diffuse );
}
void main()
{
fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 );
}
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