ObjToSchematic/res/shaders/texture_tri_vertex.vs

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uniform vec3 u_lightWorldPos;
uniform mat4 u_worldViewProjection;
uniform mat4 u_worldInverseTranspose;
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attribute vec3 position;
attribute vec2 texcoord;
attribute vec3 normal;
varying float v_lighting;
varying vec2 v_texcoord;
void main() {
v_texcoord = texcoord;
float lighting = abs(dot(normal, normalize(u_lightWorldPos)));
lighting = (clamp(lighting, 0.0, 1.0) * 0.66) + 0.33;
v_lighting = lighting;
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gl_Position = u_worldViewProjection * vec4(position, 1.0);
}