| attribute highp vec4 inVertex; |
| attribute highp vec3 inNormal; |
| attribute highp vec2 inTexCoord; |
| |
| uniform highp mat4 MVPMatrix; |
| uniform highp vec3 LightDirection; |
| uniform highp float MaterialBias; |
| uniform highp float MaterialScale; |
| |
| varying lowp vec3 DiffuseLight; |
| varying lowp vec3 SpecularLight; |
| varying mediump vec2 TexCoord; |
| |
| void main() |
| { |
| gl_Position = MVPMatrix * inVertex; |
| |
| DiffuseLight = vec3(max(dot(inNormal, LightDirection), 0.0)); |
| SpecularLight = vec3(max((DiffuseLight.x - MaterialBias) * MaterialScale, 0.0)); |
| |
| TexCoord = inTexCoord; |
| } |