14 lines
400 B
GLSL
14 lines
400 B
GLSL
#version 330
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 normal;
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out float intensite_eclairage;
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uniform mat4 proj, model, view;
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void main() {
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vec3 Ld = normalize(vec3(0.0, -0.2, -1.0));
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vec3 n = normalize(transpose(inverse(view * model)) * vec4(normal, 0.0)).xyz;
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intensite_eclairage = clamp(dot(n, -Ld), 0.0, 1.0);
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gl_Position = proj * view * model * vec4(pos, 1.0);
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}
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