[vert.glsl] #version 130 in vec3 in_position; in vec3 in_Normal; in vec4 in_color; uniform mat4 u_modelview; uniform mat4 u_view; uniform mat4 u_projection; uniform mat3 u_normalmat; out vec4 pass_vertex; /* View space */ out vec3 pass_tnormal; out vec4 pass_color; void main(void) { vec4 vertex = u_modelview * vec4(in_position, 1.0); vec3 tnorm = normalize(in_Normal); pass_vertex = vertex; pass_tnormal = tnorm; pass_color = in_color; gl_Position = u_projection * vertex; } [frag.glsl] #version 130 #if defined GL_ES precision highp float; #endif in vec4 pass_vertex; /* View space */ in vec3 pass_tnormal; in vec4 pass_color; uniform float u_damage; uniform mat4 u_view; uniform mat4 u_inv_view; uniform vec4 u_lights[8 * 2]; void main(void) { vec3 real_color = vec3(0.0, 0.0, 0.0); real_color += abs(pass_tnormal.x) * ((pass_tnormal.x < 0.0)?(vec3(0.0, 1.0, 1.0)):(vec3(1.0, 0.0, 0.0))); real_color += abs(pass_tnormal.y) * ((pass_tnormal.y < 0.0)?(vec3(1.0, 0.0, 1.0)):(vec3(0.0, 1.0, 0.0))); real_color += abs(pass_tnormal.z) * ((pass_tnormal.z < 0.0)?(vec3(1.0, 1.0, 0.0)):(vec3(0.0, 0.0, 1.0))); gl_FragColor = vec4(real_color, pass_color.w); }