18 lines
408 B
GLSL
18 lines
408 B
GLSL
attribute vec4 position;
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attribute vec3 normal;
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attribute vec2 tex_coord;
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varying vec2 f_tex_coord;
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varying float light_weight;
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uniform mat4 mvp;
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uniform mat3 local_modelview;
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uniform vec3 sun_direction;
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void main(void) {
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gl_Position = mvp * position;
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f_tex_coord = tex_coord;
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vec3 transformed_normal = local_modelview * normal;
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light_weight = max(dot(transformed_normal, -sun_direction), 0.0);
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}
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