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glsl-diffuse-lambert v1.0.0

Lambertian diffuse lighting for GLSL


A simple Lambertian diffuse lighting model (somewhat trivial, but included for completeness).


#pragma glslify: lambert = require(glsl-diffuse-lambert)

uniform vec3 lightPosition;

varying vec3 surfacePosition, surfaceNormal;

void main() {
  //Light geometry
  vec3 lightDirection = normalize(lightPosition - surfacePosition);

  //Surface properties
  vec3 normal = normalize(surfaceNormal);
  //Compute diffuse light intensity
  float power = lambert(

  gl_FragColor = vec4(power,power,power,1.0);


Install with npm:

npm install glsl-diffuse-lambert

Then use with glslify.


#pragma glslify: lambert = require(glsl-diffuse-lambert)
float lambert(vec3 lightDir, vec3 normal)

Computes the diffuse intensity in the Lambertian model

  • lightDir is a unit length vec3 pointing from the surface point toward the light
  • normal is the unit length surface normal at the sample point

Returns A float representing the diffuse light intensity


(c) 2014 Mikola Lysenko. MIT License

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