| 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); |
| } |