Input
attribute vec3 vertex; attribute vec3 normal; attribute vec2 uv1; uniform mat4 _mvProj; uniform mat3 _norm; uniform float _time; varying vec2 uv; varying vec3 vColor; #pragma include "light.glsl" // constants vec3 materialColor = vec3(1.0,0.7,0.8); vec3 specularColor = vec3(1.0,1.0,1.0); void main(void) { // compute position gl_Position = _mvProj * vec4(vertex, 1.0); uv = uv1; // compute light info vec3 n = normalize(_norm * normal); vec3 diffuse; float specular; float glowingSpecular = sin(_time*0.003)*20.0+20.0; getDirectionalLight(n, _dLight, glowingSpecular, diffuse, specular); vColor = max(diffuse,_ambient.xyz)*materialColor+specular*specularColor; }
Output
Preprocess
{ "alpha": true, "antialias": true, "checkCanvasResizeInterval":0, "maxNumerOfLights": 3, "premultipliedAlpha": 0, "shadows": false, "stencil": false }