22 lines
No EOL
399 B
Text
22 lines
No EOL
399 B
Text
#version 150 compatibility
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uniform int face_illumination;
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uniform vec3 face_color;
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in vec3 eye_position;
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in vec3 normal;
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vec4 doLighting(vec3 position, vec3 normal, vec4 diffuseMaterial);
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void main()
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{
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// compute bump mapped normal
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vec4 diff = vec4(face_color,1.0);
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if (face_illumination == 0) {
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gl_FragColor = diff;
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}
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else {
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gl_FragColor = doLighting(eye_position, normal, diff);
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}
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} |