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29 lines
1.2 KiB
29 lines
1.2 KiB
4 months ago
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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precision mediump float;
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uniform vec3 u_LightPos;
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uniform sampler2D u_Texture;
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varying vec3 v_Position;
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varying vec3 v_Normal;
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varying vec2 v_TexCoordinate;
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void main() {
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// Get a lighting direction vector from the light to the vertex.
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vec3 lightVector = normalize(u_LightPos - v_Position);
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// Calculate the dot product of the light vector and vertex normal.
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float diffuse = max(dot(lightVector, v_Normal), 0.0);
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// Add ambient lighting
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diffuse = diffuse + 0.25;
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// Multiply the diffuse illumination and texture to get final output color.
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gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));
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}
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