#version 330 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 normal; out float intensite_eclairage; uniform mat4 proj, model, view; uniform vec4 lumpos; void main() { vec4 pos_model = model * vec4(pos, 1); // vec3 soleil = normalize(vec3(0, -20, 0)); vec3 torche = normalize(pos_model.xyz - lumpos.xyz); vec3 vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz; intensite_eclairage = clamp(dot(vec_normal, -(torche)), 0, 1); gl_Position = proj * view * pos_model; }