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20 lines
295 B
20 lines
295 B
uniform vec3 U_EyePos;
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varying vec3 V_Normal;
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varying vec3 V_WorldPos;
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void main()
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{
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vec3 N = normalize(V_Normal);
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vec3 L = normalize(U_EyePos - V_WorldPos);
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float cosThta = dot(N,L);
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float alpha = 0.0;
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if(cosThta > 0.0){
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alpha = 1 - cosThta;
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}
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gl_FragColor = vec4(0.6) * alpha;
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}
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