@vs vs in vec3 a_pos; in vec2 a_tex_coords; in vec4 a_norm; out vec2 tex_coords; out vec3 normal; uniform vs_p { uniform mat4 vp; uniform mat4 model; }; void main() { gl_Position = vp * model * vec4(a_pos,1.0); tex_coords = a_tex_coords; normal = a_norm.xyz; } @end @fs fs in vec2 tex_coords; in vec3 normal; out vec4 color; uniform texture2D diffuse; uniform sampler smp; void main() { vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f)); float diff = max(dot(normal, lightDir), 0.0f); color = texture(sampler2D(diffuse,smp),tex_coords)*diff; } @end @program unlit vs fs