// Version du GLSL #version 150 core // Entrées in vec3 vertex; in vec3 normale; in vec2 coordTexture; // Uniform uniform sampler2D texture; uniform vec3 eyePos; uniform vec3 posLight[10]; uniform int overLight; // Dépassement de la couleur originale du pixel uniform int nbLight; // Nombre de lumières (maxi 10) // Sortie out vec4 out_Color; // Fonction main void main() { out_Color = vec4(0.0, 0.0, 0.0, 1.0); vec4 pxColor = texture2D(texture, coordTexture); float ambientColor = 0.2; float loin; float cosTheta; vec4 colorLight; if ( overLight ) colorLight = vec4(1.0, 0.5, 0.0, 1.0); else colorLight = vec4(1.0, 1.0, 1.0, 1.0); colorLight *= pxColor; int i; for ( i=0; i