android / platform / cts / 6ab5bad82445b81f833f16a5ec21ee2498d6422b / . / suite / pts / deviceTests / opengl / assets / fragment / perspective

/* | |

* Copyright (C) 2013 The Android Open Source Project | |

* | |

* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except | |

* in compliance with the License. You may obtain a copy of the License at | |

* | |

* http://www.apache.org/licenses/LICENSE-2.0 | |

* | |

* Unless required by applicable law or agreed to in writing, software distributed under the License | |

* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express | |

* or implied. See the License for the specific language governing permissions and limitations under | |

* the License. | |

*/ | |

precision mediump float; | |

uniform vec3 u_LightPos; | |

uniform sampler2D u_Texture; | |

varying vec3 v_Position; | |

varying vec3 v_Normal; | |

varying vec2 v_TexCoordinate; | |

void main() { | |

// Get a lighting direction vector from the light to the vertex. | |

vec3 lightVector = normalize(u_LightPos - v_Position); | |

// Calculate the dot product of the light vector and vertex normal. | |

float diffuse = max(dot(lightVector, v_Normal), 0.0); | |

// Add ambient lighting | |

diffuse = diffuse + 0.25; | |

// Multiply the diffuse illumination and texture to get final output color. | |

gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate)); | |

} |