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#version 330
#if defined VERTEX_SHADER
// Model geometry
in vec3 in_position;
in vec3 in_normal;
// Per instance data
in vec3 in_offset;
in vec3 in_color;
uniform mat4 m_model;
uniform mat4 m_camera;
uniform mat4 m_proj;
uniform float time;
out vec3 pos;
out vec3 normal;
out vec3 color;
void main() {
mat4 m_view = m_camera * m_model;
vec4 p = m_view * vec4(in_position + in_offset + vec3(0.0, sin(gl_InstanceID + time) * 2.0, 0.0), 1.0);
gl_Position = m_proj * p;
mat3 m_normal = inverse(transpose(mat3(m_view)));
normal = m_normal * normalize(in_normal);
pos = p.xyz;
color = in_color;
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
in vec3 pos;
in vec3 normal;
in vec3 color;
void main() {
float l = dot(normalize(-pos), normalize(normal));
fragColor = vec4(color * (0.25 + abs(l) * 0.75), 1.0);
}
#endif
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