27 lines
818 B
Plaintext
27 lines
818 B
Plaintext
|
precision lowp float;
|
||
|
|
||
|
uniform sampler2D Texture;
|
||
|
uniform sampler2D NormalMap;
|
||
|
uniform vec3 LightDirection;
|
||
|
uniform float TimeOfDayCoef1;
|
||
|
uniform float TimeOfDayCoef2;
|
||
|
uniform vec3 TimeOfDayColor;
|
||
|
varying vec2 texCoord;
|
||
|
|
||
|
varying vec3 camVec;
|
||
|
varying vec3 normVec;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
|
||
|
vec3 nvec = normalize(normVec);
|
||
|
|
||
|
float cosf = max(0.0, dot(nvec, -LightDirection));
|
||
|
|
||
|
//gl_FragColor = vec4((texture2D(Texture, texCoord).rgb * (cosf * 0.75 + 0.25)), 1.0); //day
|
||
|
//gl_FragColor = vec4((texture2D(Texture, texCoord).rgb * (cosf * 0.5 + 0.25)), 1.0); //twilight
|
||
|
//gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + vec3(0.0, 0.1, 0.2)) * (0.4)), 1.0);
|
||
|
|
||
|
gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + TimeOfDayColor) * (cosf * TimeOfDayCoef1 + TimeOfDayCoef2)), 1.0);
|
||
|
}
|