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