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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec3 in_normal;
in vec2 in_texcoord_0;
uniform mat4 m_model;
uniform mat4 m_camera;
uniform mat4 m_proj;
out vec3 pos;
out vec3 normal;
out vec2 uv;
void main() {
mat4 m_view = m_camera * m_model;
vec4 p = m_view * vec4(in_position, 1.0);
gl_Position = m_proj * p;
mat3 m_normal = inverse(transpose(mat3(m_view)));
normal = m_normal * normalize(in_normal);
uv = in_texcoord_0;
pos = p.xyz;
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
uniform sampler2D texture0;
in vec3 pos;
in vec3 normal;
in vec2 uv;
void main() {
float l = dot(normalize(-pos), normalize(normal));
fragColor = texture(texture0, uv) * (0.25 + abs(l) * 0.75);
}
#endif
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