/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ attribute vec3 gtf_Normal; attribute vec4 gtf_Vertex; uniform mat3 gtf_NormalMatrix; uniform mat4 gtf_ModelViewMatrix; uniform mat4 gtf_ModelViewProjectionMatrix; varying float lightIntensity; varying vec3 Position; uniform vec3 LightPosition; uniform float Scale; void main(void) { vec4 pos = gtf_ModelViewMatrix * gtf_Vertex; Position = vec3(gtf_Vertex) * Scale; vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal); lightIntensity = dot(normalize(LightPosition - vec3(pos)), tnorm) * 1.5; gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex; }