You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
29 lines
1.2 KiB
29 lines
1.2 KiB
/*
|
|
* Copyright (C) 2013 The Android Open Source Project
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
|
|
* in compliance with the License. You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software distributed under the License
|
|
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
|
|
* or implied. See the License for the specific language governing permissions and limitations under
|
|
* the License.
|
|
*/
|
|
precision mediump float;
|
|
uniform vec3 u_LightPos;
|
|
uniform sampler2D u_Texture;
|
|
varying vec3 v_Position;
|
|
varying vec3 v_Normal;
|
|
varying vec2 v_TexCoordinate;
|
|
void main() {
|
|
// Get a lighting direction vector from the light to the vertex.
|
|
vec3 lightVector = normalize(u_LightPos - v_Position);
|
|
// Calculate the dot product of the light vector and vertex normal.
|
|
float diffuse = max(dot(lightVector, v_Normal), 0.0);
|
|
// Add ambient lighting
|
|
diffuse = diffuse + 0.25;
|
|
// Multiply the diffuse illumination and texture to get final output color.
|
|
gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));
|
|
} |