19 lines
442 B
GLSL
19 lines
442 B
GLSL
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#version 300 es
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// fragment shaders don't have a default precision so we need
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// to pick one. mediump is a good default. It means "medium precision"
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precision highp float;
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in vec3 v_surfaceToLight;
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uniform vec4 u_color;
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uniform vec3 u_lightPos;
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out vec4 outColor;
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void main() {
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vec3 surfaceToLightDirection = normalize(v_surfaceToLight);
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outColor = u_color;
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float light = 1.0;
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//outColor.rgb *= surfaceToLightDirection;
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}
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