audio-vis/shaders/sphere.frag
2020-08-07 19:31:30 +02:00

17 lines
331 B
GLSL

#version 300 es
precision highp float;
in vec4 fragNormal;
in vec3 v_surfaceToLight;
uniform vec4 u_color;
uniform vec3 u_light;
uniform vec3 u_lightPos;
out vec4 outColor;
void main() {
float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light.x);
outColor = u_color;
outColor.rgb *= light;
}