1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41
|
#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec3 in_normal;
// Per instance
in vec3 in_offset;
uniform mat4 m_proj;
uniform mat4 m_modelview;
uniform mat3 m_normal;
out vec3 normal;
out vec3 pos;
void main() {
vec4 p = m_modelview * vec4(in_position + in_offset, 1.0);
gl_Position = m_proj * p;
normal = m_normal * in_normal;
pos = p.xyz;
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
const vec4 color = vec4(1.0);
in vec3 normal;
in vec3 pos;
void main()
{
// Just use the camera as the only light source
float l = dot(normalize(-pos), normalize(normal));
// 25% ambient, 75% light
fragColor = color * (0.25 + abs(l) * 0.75);
}
#endif
|