1varying vec3 normal; 2uniform float lightFactor; 3 4void main() 5{ 6 vec3 lightPosition = vec3(-1.0, 1.0, 1.0); 7 vec3 eyePosition = vec3(0.0, 0.0, 1.0); 8 vec3 halfVector = normalize(lightPosition + eyePosition); 9 float intensity = lightFactor + (1.0 - lightFactor) * dot(normalize(normal), normalize(halfVector)); 10 gl_FragColor = gl_Color * vec4(intensity, intensity, intensity, 1.0); 11} 12