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- #version 330
- precision highp float;
- in Fragment
- {
- vec4 color;
- } fragment;
- in Vert
- {
- vec2 texcoord;
- } vert;
- uniform sampler2D Diffuse;
- in vec3 lightDir,normal,ambient;
- out vec4 color;
- void main_textured(void)
- {
- color = vec4(0.1,0.2,0.3,0.3);
- }
- void main(void)
- {
- vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
- vec3 ct,cf;
- float intensity,at,af;
-
- intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );
- cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
- af = 1.0;
-
- ct = texel.rgb;
- at = texel.a;
-
- color = vec4(ct * cf, at * af);
- }
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