#version 150 out vec4 frag_color ; uniform vec3 light ; uniform sampler2D noiseTexture ; // normal == position ; in vec4 position ; in vec3 normal ; in vec2 texMapping ; in float rad ; in vec3 mNormal ; in vec4 origPos_ ; void main() { float intensity = dot( normalize(vec3(position) - light), normalize(mNormal) ); frag_color = vec4( mix(vec3(texture2D(noiseTexture,origPos_.xy))*intensity, vec3(1.0), 0.90) ,0.1/pow(rad,1.7)) ; }