// simple toon fragment shader // www.lighthouse3d.com varying vec3 normal, lightDir; void main() { float intensity; vec3 n; vec4 color; n = normalize(normal); intensity = max(dot(lightDir,n),0.0); /* if (intensity > 0.98) color = vec4(0.8,0.8,0.8,1.0); else if (intensity > 0.5) color = vec4(0.8,0.4,0.4,1.0); else if (intensity > 0.25) color = vec4(0.4,0.2,0.2,1.0); else*/ color = vec4(normal,1.0); //vec4(0.1,0.1,0.1,1.0); gl_FragColor = color; }