#version 110 // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0); // x = ambient, y = top diffuse, z = front diffuse, w = global uniform vec4 light_intensity; uniform vec4 uniform_color; varying vec3 eye_normal; void main() { vec3 normal = normalize(eye_normal); // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. // Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points. float NdotL = abs(dot(normal, LIGHT_TOP_DIR)); float intensity = light_intensity.x + NdotL * light_intensity.y; // Perform the same lighting calculation for the 2nd light source. NdotL = abs(dot(normal, LIGHT_FRONT_DIR)); intensity += NdotL * light_intensity.z; gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a); }