uniform mat4 WorldMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
attribute vec3 vertex;
attribute vec3 normal;
varying vec3 onormal;
void main(void)
{
gl_Position = ((vec4(vertex, 1.0) * WorldMatrix) * ViewMatrix) * ProjectionMatrix;
onormal = normal * mat3(WorldMatrix);
}
varying vec3 onormal;
void main(void)
{
float diff = dot(normalize(onormal),normalize(vec3(1.0,1.0,1.0)));
gl_FragColor = vec4(1.0, 0.0, 1, 1.0) * clamp(diff,0.3,1.0);
}