celestia/shaders/comet_vert.glsl

18 lines
346 B
GLSL

#version 120
attribute vec4 in_Position;
attribute vec3 in_Normal;
attribute float brightness;
uniform vec3 color;
uniform vec3 viewDir;
uniform float fadeFactor;
varying float shade;
void main(void)
{
shade = abs(dot(viewDir.xyz, in_Normal.xyz) * brightness * fadeFactor);
gl_Position = gl_ModelViewProjectionMatrix * in_Position;
}