1 layout(location = 0) in vec3 vertexPosition;
2 layout(location = 1) in vec3 vertexNormal;
3 layout(location = 2) in vec2 vertexTextureCoordinates;
4 layout(location = 3) in float vertexTextureIndex;
5 layout(location = 4) in vec3 vertexColor;
7 out vec3 fragmentPosition;
8 out vec2 fragmentTextureCoordinates;
9 out float fragmentTextureIndex;
10 out vec3 fragmentColor;
14 uniform float daylight;
15 uniform float ambientLight;
16 uniform vec3 lightDir;
20 vec4 worldSpace = model * vec4(vertexPosition, 1.0);
21 gl_Position = VP * worldSpace;
23 fragmentPosition = worldSpace.xyz;
24 fragmentTextureCoordinates = vertexTextureCoordinates;
25 fragmentTextureIndex = vertexTextureIndex;
26 fragmentColor = vertexColor;
28 fragmentColor *= ambientLight + 0.3 * daylight * clamp(dot(normalize(vertexNormal), normalize(lightDir)), 0.0, 1.0);