XRay3D/test/shader/render1.vert
2020-04-17 18:11:57 +02:00

18 lines
348 B
GLSL

uniform mat4 projection;
uniform mat4 modelview;
varying float lum;
void main()
{
vec3 light = normalize(vec3(-1.0, -1.0, 0.0));
vec3 norm = normalize(gl_Normal);
lum = -dot(light, gl_Normal) + 0.20;
if(lum <= 0.20) {
lum = 0.20;
}
lum *= 0.80;
gl_Position = projection * modelview * gl_Vertex;
//gl_TexCoord[0] = gl_MultiTexCoord0;
}