blob: 854693809f9d3ca81ac09c7770d6bfc0386ebe71 [file] [log] [blame]
* 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
* 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));