24 lines
424 B
GLSL
24 lines
424 B
GLSL
[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec3 nor;
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in vec2 uvs;
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out vec3 n;
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void main()
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{
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n = nor;
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gl_Position = mvp * pos;
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}
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[[fragment]]
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uniform mediump vec3 light_dir;
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uniform mediump float ambient;
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in mediump vec3 n;
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out mediump vec4 frag;
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void main()
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{
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mediump float d = max(0.0, dot(normalize(n), light_dir));
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frag = vec4(vec3(d) + ambient, 1.0);
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//frag = vec4(normalize(n) * 0.5 + 0.5, 1.0);
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}
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