function lovr.load()
shader = lovr.graphics.newShader([[
vec4 lovrmain() {
return DefaultPosition;
}
]], [[
#define BANDS 5.0
vec4 lovrmain() {
const vec3 lightDirection = vec3(-1, -1, -1);
vec3 L = normalize(-lightDirection);
vec3 N = normalize(Normal);
float normal = .5 + dot(N, L) * .5;
vec3 baseColor = Color.rgb * normal;
vec3 clampedColor = round(baseColor * BANDS) / BANDS;
return vec4(clampedColor, Color.a);
}
]])
end
function lovr.draw(pass)
pass:setShader(shader)
pass:setColor(0, 0, 1)
pass:sphere(0, 1.7, -1, .15)
pass:setColor(0, 1, 0)
pass:sphere(-.4, 1.7, -1, .15)
pass:setColor(1, 0, 0)
pass:sphere(.4, 1.7, -1, .15)
end