05_dither(抖动)
最后效果:
vs
uniform vec3 uLightDir;
uniform vec3 uHighlightOffset;
uniform float uHightlightRange;
varying float lambertWeight;
// lambert
float lambert() {
vec3 objNor = normalize( normalMatrix* normal.xyz);
vec3 lightNor = normalize(normalMatrix* uLightDir);
return max(dot(lightNor, objNor),0.);
}