1 layout(location = 0) in vec3 vertexPosition;
2 layout(location = 1) in vec3 vertexNormal;
4 out vec3 fragmentPosition;
5 out vec3 fragmentNormal;
6 out vec3 fragmentTextureCoordinates;
7 out float fragmentLight;
11 uniform float daylight;
12 uniform float ambientLight;
13 uniform vec3 lightDir;
17 vec4 worldSpace = model * vec4(vertexPosition, 1.0);
18 gl_Position = VP * worldSpace;
20 fragmentPosition = worldSpace.xyz;
21 fragmentNormal = vertexNormal;
22 fragmentTextureCoordinates = vertexPosition;
24 float diffuseLight = 0.3 * daylight * clamp(dot(normalize(fragmentNormal), normalize(lightDir)), 0.0, 1.0);
25 fragmentLight = ambientLight + diffuseLight;