audio-vis/shaders/sphere.frag

19 lines
442 B
GLSL

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