20 lines
No EOL
538 B
Text
20 lines
No EOL
538 B
Text
#version 150 compatibility
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in vec3 normal;
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in vec4 color;
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in vec3 position;
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flat in int side;
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uniform int illumination_mode = 1;
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vec4 doLighting(vec3 position, vec3 normal, vec4 diffuseMaterial);
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vec4 doTwoSidedLighting(vec3 position, vec3 normal, vec4 diffuseMaterial, int side);
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void main()
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{
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// illumination
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gl_FragColor = color;
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switch (illumination_mode) {
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case 1: gl_FragColor.rgb = doLighting(position, normal, color).rgb; break;
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case 2: gl_FragColor.rgb = doTwoSidedLighting(position, normal, color, side).rgb; break;
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}
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} |