wind-lighting-model-fsh.glsl 358 B

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  1. #define PHONG
  2. uniform vec3 diffuse;
  3. uniform vec3 emissive;
  4. uniform vec3 specular;
  5. uniform float shininess;
  6. uniform float opacity;
  7. varying vec2 vUVs;
  8. varying float vWindParams;
  9. uniform sampler2D diffuseTexture;
  10. void main() {
  11. vec4 colour = texture(diffuseTexture, vUVs).xyzx;
  12. colour.xyz *= vec3(0.5);
  13. colour.w *= vWindParams;
  14. gl_FragColor = colour;
  15. }