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      1 /*
      2  * Copyright (C) 2013 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
      5  * in compliance with the License. You may obtain a copy of the License at
      6  *
      7  * http://www.apache.org/licenses/LICENSE-2.0
      8  *
      9  * Unless required by applicable law or agreed to in writing, software distributed under the License
     10  * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
     11  * or implied. See the License for the specific language governing permissions and limitations under
     12  * the License.
     13  */
     14 precision mediump float;
     15 uniform vec3 u_LightPos;
     16 uniform sampler2D u_Texture;
     17 varying vec3 v_Position;
     18 varying vec3 v_Normal;
     19 varying vec2 v_TexCoordinate;
     20 void main() {
     21   // Get a lighting direction vector from the light to the vertex.
     22   vec3 lightVector = normalize(u_LightPos - v_Position);
     23   // Calculate the dot product of the light vector and vertex normal.
     24   float diffuse = max(dot(lightVector, v_Normal), 0.0);
     25   // Add ambient lighting
     26   diffuse = diffuse + 0.25;
     27   // Multiply the diffuse illumination and texture to get final output color.
     28   gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));
     29 }