in vec3 normal;
out vec4 color;
-uniform mat4 perspective;
-uniform mat4 view;
uniform mat4 model;
+uniform mat4 perspview;
void main() {
- mat4 modelview = view * model;
- mat4 m = perspective * modelview;
+ mat4 m = perspview * model;
vec3 dark = vec3(0.0, 0.0, 0.1);
vec3 bright = vec3(0.0, 0.0, 0.9);
- vec3 u_light = vec3(-0.5, -0.5, -1.);
+ vec3 u_light = vec3(-0.5, -0.7, -0.6);
vec3 v_normal = transpose(inverse(mat3(model))) * normal;
float brightness = max(dot(normalize(v_normal), normalize(u_light)), 0.0);
color = vec4(mix(dark, bright, brightness), 1.0);