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