2016-11-25 10:27:05 +00:00
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varying vec3 fNormal;
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vec3 ambientLight = vec3(0.2,0.2,0.2);
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vec3 directionnalLight = normalize(vec3(10,5,7));
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vec3 directionnalLightFactor = vec3(0.5,0.5,0.5);
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2016-11-30 09:08:37 +00:00
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uniform sampler2D tex;
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2016-11-25 10:27:05 +00:00
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void main() {
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vec3 ambientFactor = ambientLight;
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vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor);
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2016-11-30 09:08:37 +00:00
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vec4 noTexColor = vec4(ambientFactor + lambertFactor, 1.0);
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2016-11-30 10:10:08 +00:00
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vec4 color = texture2D(tex, gl_TexCoord[0].st);
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2016-11-30 09:08:37 +00:00
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vec4 fragColor = noTexColor * color;
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gl_FragColor = fragColor;
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2016-11-25 10:27:05 +00:00
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}
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2016-11-30 09:08:37 +00:00
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