| 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; | |
| } |