20 lines
588 B
GLSL
20 lines
588 B
GLSL
#version 150
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in highp vec3 vert;
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in highp vec3 vertNormal;
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in highp vec3 vertColor;
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in highp vec2 vertTexCoord;
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out highp vec4 fragColor;
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uniform highp vec3 lightPos;
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uniform highp sampler2D textureId;
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uniform highp int textureEnabled;
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void main()
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{
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highp vec3 L = normalize(lightPos - vert);
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highp float NL = max(dot(normalize(vertNormal), L), 0.0);
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highp vec3 color = vertColor;
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if (textureEnabled == 1) {
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color = texture(textureId, vertTexCoord).rgb;
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}
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highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
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fragColor = vec4(col, 1.0);
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} |