1 precision mediump float; 2 varying vec3 v_normal; 3 4 uniform vec3 u_light_dir; 5 uniform vec3 u_light_color; 6 uniform vec3 u_ambient_color; 7 uniform vec3 u_object_color; 8 9 void main(void) { 10 float diff = max(dot(v_normal, normalize(u_light_dir)), 0.0); 11 vec3 ambient = u_ambient_color * u_object_color; 12 vec3 diffuse = diff * u_object_color; 13 14 gl_FragColor = vec4(ambient + diffuse, 1.0); 15 }
