| /* |
| * 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 |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * 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)); |
| } |