ObjToSchematic/shaders/solid_tri_vertex.vs

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