blob: 57b96a6c6fd490552669efe2f24cb4e8be956dc8 [file] [log] [blame]
attribute vec3 position;
attribute vec3 normal;
attribute vec4 vtxcolor;
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
// to get the actual color that we will use to draw this vertex with
float diffuse = max(abs(dot(N, L)), 0.0);
Color = diffuse * vtxcolor;
// Set the texture coordinates as a varying
TextureCoord = texcoord;
// Transform the position to clip coordinates
gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
}