Files
panopainter/data/shaders/lambert.glsl

24 lines
424 B
GLSL

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