//----------------------------------------------------------------------------- // Mesh rendering shader // // Copyright 2016 Aleksey Egorov //----------------------------------------------------------------------------- uniform vec3 lightDir0; uniform vec3 lightDir1; uniform float lightInt0; uniform float lightInt1; uniform float ambient; varying vec3 fragNormal; varying vec4 fragColor; void main() { vec3 result = fragColor.xyz * ambient; vec3 normal = normalize(fragNormal); float light0 = clamp(dot(lightDir0, normal), 0.0, 1.0) * lightInt0 * (1.0 - ambient); result += fragColor.rgb * light0; float light1 = clamp(dot(lightDir1, normal), 0.0, 1.0) * lightInt1 * (1.0 - ambient); result += fragColor.rgb * light1; gl_FragColor = vec4(result, fragColor.a); }