roc/data/shaders/test.frag
2011-06-16 11:34:10 -06:00

12 lines
No EOL
263 B
GLSL

varying vec3 normal;
varying vec3 lightdir;
uniform sampler2D tex;
void main()
{
float intensity;
intensity = dot(lightdir, normalize(normal));
var;
gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * vec4(intensity, intensity, intensity, 1.0);
}