groworld/plant-eyes/shaders/rocks.frag.glsl

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varying vec3 N;
varying vec3 L;
varying vec3 V;
varying vec2 T;
varying vec3 P;
uniform sampler2D NormalMap;
void main()
{
vec3 bump = normalize(texture2D(NormalMap,T).xyz*2.0-1.0)-vec3(0,0,1);
vec3 n = normalize(N);
vec3 bn = normalize(N+bump*2.0);
vec3 l = normalize(L);
vec3 v = normalize(V);
float HighlightSize=0.1;
float ShadowSize=0.2;
float OutlineWidth=0.2;
//vec4 MidColour=gl_FrontMaterial.diffuse;
//if(P.y<0) MidColour=vec4(1,1,1,1);
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vec4 MidColour=mix(vec4((1.0-gl_FrontMaterial.diffuse.r)*0.2f,
(1.0-gl_FrontMaterial.diffuse.g)*0.2f,
(1.0-gl_FrontMaterial.diffuse.b)*0.2f,1),
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gl_FrontMaterial.diffuse,
smoothstep(-5.0,5.0,P.y));
vec4 HighlightColour=MidColour*1.3;
vec4 ShadowColour=MidColour*0.6;
MidColour.a=1.0;
HighlightColour.a=1.0;
ShadowColour.a=1.0;
float lambert = dot(l,bn);
vec4 colour = MidColour;
if (lambert > 1.0-HighlightSize) colour = HighlightColour;
if (lambert < ShadowSize) colour = ShadowColour;
//if (dot(n,v) < OutlineWidth) colour = vec4(0,0,0,1);
gl_FragColor = vec4(colour.rgb,1);
}