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12 lines
397 B
GLSL
12 lines
397 B
GLSL
varying vec3 normal;
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uniform float lightFactor;
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void main()
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{
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vec3 lightPosition = vec3(-1.0, 1.0, 1.0);
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vec3 eyePosition = vec3(0.0, 0.0, 1.0);
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vec3 halfVector = normalize(lightPosition + eyePosition);
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float intensity = lightFactor + (1.0 - lightFactor) * dot(normalize(normal), normalize(halfVector));
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gl_FragColor = gl_Color * vec4(intensity, intensity, intensity, 1.0);
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}
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