2018-05-30 15:36:00 +00:00
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precision mediump float;
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uniform sampler2D Texture;
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uniform float Transparency;
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uniform vec4 LightDirection;
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varying vec2 texCoord;
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varying vec3 fragNormal;
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2018-05-31 14:47:36 +00:00
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varying vec3 fragColor;
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2018-05-30 15:36:00 +00:00
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void main() {
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2018-05-31 15:10:02 +00:00
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vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
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float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
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2018-05-30 15:36:00 +00:00
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2018-05-31 15:10:02 +00:00
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gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
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2018-05-30 15:36:00 +00:00
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//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
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}
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