[shaders] vertex = uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_normalMatrix; attribute highp vec4 a_vertex; attribute highp vec4 a_normal; attribute highp vec2 a_uvs; varying highp vec3 v_vertex; varying highp vec3 v_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_viewProjectionMatrix * world_space_vert; v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; } fragment = uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; uniform highp vec3 u_lightPosition; uniform mediump float u_opacity; varying highp vec3 v_vertex; varying highp vec3 v_normal; void main() { mediump vec4 finalColor = vec4(0.0); /* Ambient Component */ finalColor += u_ambientColor; highp vec3 normal = normalize(v_normal); highp vec3 lightDir = normalize(u_lightPosition - v_vertex); /* Diffuse Component */ highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); finalColor += (NdotL * u_diffuseColor); gl_FragColor = finalColor; gl_FragColor.a = u_opacity; } vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_normalMatrix; in highp vec4 a_vertex; in highp vec4 a_normal; in highp vec2 a_uvs; out highp vec3 v_vertex; out highp vec3 v_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_viewProjectionMatrix * world_space_vert; v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; } fragment41core = #version 410 uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; uniform highp vec3 u_lightPosition; uniform mediump float u_opacity; in highp vec3 v_vertex; in highp vec3 v_normal; out vec4 frag_color; void main() { mediump vec4 finalColor = vec4(0.0); /* Ambient Component */ finalColor += u_ambientColor; highp vec3 normal = normalize(v_normal); highp vec3 lightDir = normalize(u_lightPosition - v_vertex); /* Diffuse Component */ highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); finalColor += (NdotL * u_diffuseColor); frag_color = finalColor; frag_color.a = u_opacity; } [defaults] u_ambientColor = [0.1, 0.1, 0.1, 1.0] u_diffuseColor = [0.4, 0.4, 0.4, 1.0] u_opacity = 0.5 [bindings] u_modelMatrix = model_matrix u_viewProjectionMatrix = view_projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position u_diffuseColor = diffuse_color [attributes] a_vertex = vertex a_normal = normal