//agf_include "main_vertex2fragment.glsl" uniform vec4 partColor; void main() { vec4 finalColor = vec4(partColor); vec3 normal = normalize(vertOut_vNormal); vec3 light = normalize(vec3(-0.57735, 0.57735, 1.0)); float ndotl = max (0.0, (dot(normal, light))); float scalarDiffuse = 0.7; float scalarAmbient = 0.3; float scalarLight = ndotl*scalarDiffuse+scalarAmbient; float clampedLight = clamp(scalarLight, 0.0, 1.0); finalColor.rgb = clampedLight*partColor.rgb; finalColor.a = 1.0; if (finalColor.a == 0.0) discard; finalColor.rgb = finalColor.rgb*finalColor.a; gl_FragColor = finalColor; }