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#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
uniform mat4 mvp;
uniform mat4 matNormal;
uniform vec3 sun_direction;
uniform vec3 sun_colour;
uniform float sun_intensity;
uniform vec3 moon_direction;
uniform vec3 moon_colour;
uniform float moon_intensity;
uniform vec3 ambient_colour;
uniform float ambient_intensity;
out vec2 frag_texcoord;
out vec4 frag_colour;
out vec3 frag_lighting;
void
main() {
vec3 world_normal = normalize(
(matNormal * vec4(vertexNormal, 0.0)).xyz
);
float sun_diffuse = max(
dot(world_normal, sun_direction),
0.0
);
float moon_diffuse = max(
dot(world_normal, moon_direction),
0.0
);
vec3 ambient_light =
ambient_colour * ambient_intensity;
vec3 sun_light =
sun_colour *
sun_intensity *
sun_diffuse;
vec3 moon_light =
moon_colour *
moon_intensity *
moon_diffuse;
frag_lighting =
ambient_light +
sun_light +
moon_light;
frag_texcoord = vertexTexCoord;
frag_colour = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
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