Description
this is the code in vertex.glsl
`precision mediump float;
attribute vec3 position;
attribute vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 inverseModel;
uniform mat4 inverseView;
uniform mat4 inverseProjection;
uniform vec3 ambient;
uniform vec3 diffuse;
uniform vec3 lightDirection;
varying vec3 fragNormal;
void main() {
gl_Position = projectionviewmodel*vec4(position, 1);
fragNormal = normal;
}
this is the code in fragment.glsl
precision mediump float;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 inverseModel;
uniform mat4 inverseView;
uniform mat4 inverseProjection;
uniform vec3 ambient;
uniform vec3 diffuse;
uniform vec3 lightDirection;
varying vec3 fragNormal;
void main() {
float brightness = dot(fragNormal,lightDirection);
gl_FragColor = vec4(ambient + diffuse * max(brightness, 0.0),1);
// gl_FragColor = vec4(1,1,1,1);
}`
and i can't pass the test
anyone can give me some tips?