blob: 609c9c07528d232691ccbf77d96159b2b3d5a22f [file] [log] [blame]
attribute vec3 position;
attribute vec3 normal;
attribute vec2 texcoord;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 NormalMatrix;
varying vec4 Color;
varying vec2 TextureCoord;
void main(void)
{
// Transform the normal to eye coordinates
vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
// The LightSourcePosition is actually its direction for directional light
vec3 L = normalize(LightSourcePosition.xyz);
// Multiply the diffuse value by the vertex color (which is fixed in this case)
// to get the actual color that we will use to draw this vertex with
float diffuse = max(dot(N, L), 0.0);
Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
// Set the texture coordinates as a varying
TextureCoord = texcoord;
// Transform the position to clip coordinates
gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
}