/* * 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)); }