rendering-textured-shape.vert
962 Bytes
attribute mediump vec3 aPosition; // DALi shader builtin
attribute mediump vec2 aTexCoord; // DALi shader builtin
uniform mediump mat4 uMvpMatrix; // DALi shader builtin
uniform mediump mat4 uViewMatrix; // DALi shader builtin
uniform mediump mat4 uModelView; // DALi shader builtin
uniform mediump vec3 uSize; // DALi shader builtin
varying mediump vec3 vIllumination;
varying mediump vec2 vTexCoord;
void main()
{
mediump vec4 vertexPosition = vec4(aPosition, 1.0);
mediump vec3 normal = normalize(vertexPosition.xyz);
vertexPosition.xyz *= uSize;
vec4 pos = uModelView * vertexPosition;
vec4 lightPosition = vec4(400.0, 0.0, 100.0, 1.0);
vec4 mvLightPos = uViewMatrix * lightPosition;
vec3 vectorToLight = normalize(mvLightPos.xyz - pos.xyz);
float lightDiffuse = max(dot(vectorToLight, normal), 0.0);
vIllumination = vec3(lightDiffuse * 0.5 + 0.5);
vTexCoord = aTexCoord;
gl_Position = uMvpMatrix * vertexPosition;
}