12 lines
No EOL
263 B
GLSL
12 lines
No EOL
263 B
GLSL
varying vec3 normal;
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varying vec3 lightdir;
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uniform sampler2D tex;
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void main()
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{
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float intensity;
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intensity = dot(lightdir, normalize(normal));
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var;
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gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * vec4(intensity, intensity, intensity, 1.0);
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} |