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22 lines
520 B
22 lines
520 B
uniform vec4 U_AmbientLightColor;
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uniform vec4 U_AmbientMaterial;
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uniform vec3 U_LightPos;
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uniform vec4 U_DiffuseLightColor;
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uniform vec4 U_DiffuseMaterial;
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varying vec3 V_Normal;
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void main()
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{
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//ambient
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vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
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//diffuse
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vec3 N = normalize(V_Normal);
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vec3 L = normalize(U_LightPos);
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float diffuseIntensity = max(0.0, dot(L,N));
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vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity;
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gl_FragColor = ambientColor + diffuseColor;
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}
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