#version 310 es precision highp float; precision highp int; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(location = NORMAL) in vec3 v_normal; layout(binding = 0) uniform sampler2D u_sampler0; layout(std140, binding = 0) uniform fs_ub { vec4 u_color; }; layout(location = SV_Target0) out vec4 FragColor; void main(void) { vec3 light_direction = vec3(1,-1,-1); light_direction = normalize(light_direction); vec3 light_color = vec3(1,1,1); vec3 normal = normalize(v_normal); float diffuse_factor = dot(normal,-light_direction); vec4 diffuse_color = texture(u_sampler0,v_texCoord); if (diffuse_factor > 0.95) diffuse_factor=1.0; else if (diffuse_factor > 0.75) diffuse_factor = 0.8; else if (diffuse_factor > 0.50) diffuse_factor = 0.6; else diffuse_factor = 0.4; light_color = light_color * diffuse_factor; FragColor = vec4(light_color,1.0) * diffuse_color * u_color; }