-#version 300 es
-precision lowp float;
-
-in vec3 position;
-in vec3 normal;
-flat out vec4 color; // Shaded color
-
-uniform mat4 model;
-uniform mat4 perspview;
-uniform vec3 col;
-
-void main() {
- mat4 m = perspview * model;
- vec3 dark = col * 0.1;
- vec3 u_light = vec3( 0.5, -0.7, -0.6);
- vec3 v_normal = transpose(inverse(mat3(model))) * normal;
-
- float distance = model[3][2];
- float attenuation = 1. / (1. + distance * distance * 0.05);
- float brightness = max(dot(normalize(v_normal), normalize(u_light)) * attenuation, 0.0);
- color = vec4(mix(dark, col, brightness), 1.0);
-
- gl_Position = m * vec4(position, 1.0);
-}