varying vec3 N; varying vec3 L; varying vec3 V; varying vec2 T; varying vec3 P; uniform sampler2D BaseMap; uniform vec3 Origin; void main() { vec3 n = normalize(N); 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 (Origin.y<0.0) MidColour=vec4(0.171,0.273,0.336,1.0); vec4 HighlightColour=MidColour*1.3; vec4 ShadowColour=MidColour*0.6; HighlightColour.a=1.0; ShadowColour.a=1.0; float lambert = dot(l,n); 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); if (dot(n,v) < 0.0) colour = MidColour*texture2D(BaseMap, T); gl_FragColor = vec4(colour.xyz,1); }