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@@ -38,7 +38,7 @@
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varying vec2 vUv;
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uniform vec3 color;
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- uniform sampler2D texture;
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+ uniform sampler2D colorTexture;
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void main() {
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@@ -47,7 +47,7 @@
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float dProd = dot( vNormal, light ) * 0.5 + 0.5;
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- vec4 tcolor = texture2D( texture, vUv );
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+ vec4 tcolor = texture2D( colorTexture, vUv );
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vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
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gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 1.0 );
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@@ -94,11 +94,11 @@
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"amplitude": { value: 1.0 },
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"color": { value: new Color( 0xff2200 ) },
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- "texture": { value: new TextureLoader().load( "textures/water.jpg" ) }
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+ "colorTexture": { value: new TextureLoader().load( "textures/water.jpg" ) }
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};
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- uniforms[ "texture" ].value.wrapS = uniforms[ "texture" ].value.wrapT = RepeatWrapping;
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+ uniforms[ "colorTexture" ].value.wrapS = uniforms[ "colorTexture" ].value.wrapT = RepeatWrapping;
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var shaderMaterial = new ShaderMaterial( {
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