// simple toon fragment shader // www.lighthouse3d.com uniform float specIntensity; uniform vec4 specColor; uniform float t[2]; uniform vec4 colors[3]; varying vec3 normal, lightDir; void main() { float intensity; vec3 n; vec4 color; n = normalize(normal); intensity = max(dot(lightDir,n),0.0); if (intensity > specIntensity) color = specColor; else if (intensity > t[0]) color = colors[0]; else if (intensity > t[1]) color = colors[1]; else color = colors[2]; gl_FragColor = color; }