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 */ 14precision mediump float; 15uniform vec3 u_LightPos; 16uniform sampler2D u_Texture; 17varying vec3 v_Position; 18varying vec3 v_Normal; 19varying vec2 v_TexCoordinate; 20void 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}