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