The example is exactly the ToonShading code from the Processing examples.
/**
* Toon Shading.
*
* Example showing the use of a custom lighting shader in order
* to apply a "toon" effect on the scene. Based on the glsl tutorial
* from lighthouse 3D:
* http://www.lighthouse3d.com/tutorials/glsl-tutorial/toon-shader-version-ii/
*/
PShader toon;
boolean shaderEnabled = true;
void setup() {
size(640, 360, P3D);
noStroke();
fill(204);
toon = loadShader("frag.glsl", "vert.glsl");
}
void draw() {
if (shaderEnabled == true) {
shader(toon);
}
noStroke();
background(0);
float dirY = (mouseY / float(height) - 0.5) * 2;
float dirX = (mouseX / float(width) - 0.5) * 2;
directionalLight(204, 204, 204, -dirX, -dirY, -1);
translate(width/2, height/2);
sphere(120);
}
void mousePressed() {
if (shaderEnabled) {
shaderEnabled = false;
resetShader();
}
else {
shaderEnabled = true;
}
}
Vert.glsl:
// Toon shader using per-pixel lighting. Based on the glsl
// tutorial from lighthouse 3D:
// http://www.lighthouse3d.com/tutorials/glsl-tutorial/toon-shader-version-ii/
#define PROCESSING_LIGHT_SHADER
uniform mat4 modelview;
uniform mat4 transform;
uniform mat3 normalMatrix;
uniform vec3 lightNormal[8];
attribute vec4 vertex;
attribute vec3 normal;
varying vec3 vertNormal;
varying vec3 vertLightDir;
varying vec2 surfacePosition;
void main() {
// Vertex in clip coordinates
gl_Position = transform * vertex;
// Normal vector in eye coordinates is passed
// to the fragment shader
vertNormal = normalize(normalMatrix * normal);
// Assuming that there is only one directional light.
// Its normal vector is passed to the fragment shader
// in order to perform per-pixel lighting calculation.
vertLightDir = -lightNormal[0];
}