// // Shader.vsh // imguiex attribute vec4 position; attribute vec3 normal; varying lowp vec4 colorVarying; uniform vec3 diffuseColor; uniform mat4 modelViewProjectionMatrix; uniform mat3 normalMatrix; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0.0, 0.0, 1.0); float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition))); vec3 colorLit = diffuseColor * nDotVP; colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 ); gl_Position = modelViewProjectionMatrix * position; }