const LightCubeVertexShader = ` attribute vec3 aVertexPosition; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; void main(void) { gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0); } `; const LightCubeFragmentShader = ` #ifdef GL_ES precision mediump float; #endif uniform float uLigIntensity; uniform vec3 uLightColor; void main(void) { //gl_FragColor = vec4(1,1,1, 1.0); gl_FragColor = vec4(uLightColor, 1.0); } `; const VertexShader = ` attribute vec3 aVertexPosition; attribute vec3 aNormalPosition; attribute vec2 aTextureCoord; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying highp vec3 vFragPos; varying highp vec3 vNormal; varying highp vec2 vTextureCoord; void main(void) { vFragPos = aVertexPosition; vNormal = aNormalPosition; gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0); vTextureCoord = aTextureCoord; } `; const FragmentShader = ` #ifdef GL_ES precision mediump float; #endif uniform int uTextureSample; uniform vec3 uKd; uniform sampler2D uSampler; uniform vec3 uLightPos; uniform vec3 uCameraPos; varying highp vec3 vFragPos; varying highp vec3 vNormal; varying highp vec2 vTextureCoord; void main(void) { if (uTextureSample == 1) { gl_FragColor = texture2D(uSampler, vTextureCoord); } else { gl_FragColor = vec4(uKd,1); } } `;