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4 years ago
  1. uniform vec3 U_LightPos;
  2. uniform vec4 U_AmbientLightColor;
  3. uniform vec4 U_AmbientMaterial;
  4. uniform vec4 U_DiffuseLightColor;
  5. uniform vec4 U_DiffuseMaterial;
  6. varying vec3 V_Normal;
  7. void main()
  8. {
  9. //ambient
  10. vec4 ambientColor=U_AmbientLightColor*U_AmbientMaterial;
  11. //diffuse
  12. //L vector
  13. vec3 L=U_LightPos;
  14. L=normalize(L);
  15. //N vector
  16. vec3 n=normalize(V_Normal);
  17. float diffuseIntensity=max(0.0,dot(L,n));
  18. vec4 diffuseColor=U_DiffuseLightColor*U_DiffuseMaterial*diffuseIntensity;
  19. gl_FragColor=ambientColor+diffuseColor;
  20. }