" // Compute dot product of light direction and normal vector\n"
" float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n"
" // Compute diffuse and specular contributions\n"
+#if 0
" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+#else
+ " if (normal.y > 0.0) { \n"
+ " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+ " } \n"
+ " else { \n"
+ " if (normal.x < 0.0) { \n"
+ " gl_FragColor = vec4(1, 0, 0, 0); \n"
+ " } \n"
+ " else { \n"
+ " gl_FragColor = vec4(1, 1, 0, 0); \n"
+ " } \n"
+ " } \n"
+#endif
"}\n"
;
static const char *vertShaderText =