17 lines
491 B
Plaintext
17 lines
491 B
Plaintext
|
precision mediump float;
|
||
|
|
||
|
uniform sampler2D Texture;
|
||
|
uniform float Transparency;
|
||
|
uniform vec4 LightDirection;
|
||
|
|
||
|
varying vec2 texCoord;
|
||
|
varying vec3 fragNormal;
|
||
|
|
||
|
void main() {
|
||
|
vec4 color = texture2D(Texture, texCoord).rgba;
|
||
|
float intensity = dot(normalize(LightDirection.xyz), -normalize(fragNormal));
|
||
|
|
||
|
gl_FragColor = vec4(color.rgb * intensity*0.5 + vec3(0.5, 0.5, 0.5), color.a * Transparency);
|
||
|
//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
|
||
|
}
|