16 lines
442 B
GLSL
16 lines
442 B
GLSL
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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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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vec4 texel = texture2D(tex, gl_TexCoord[0].xy);
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gl_FragColor = vec4(ambientFactor + lambertFactor, 1.0);
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}
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