58 lines
1.5 KiB
GLSL
58 lines
1.5 KiB
GLSL
varying vec3 N;
|
|
varying vec3 L;
|
|
varying vec3 V;
|
|
varying vec2 T;
|
|
uniform sampler2D Maps[3];
|
|
uniform sampler2D NormalMap;
|
|
uniform float Time;
|
|
|
|
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;
|
|
vec4 HighlightColour=MidColour*1.3;
|
|
vec4 ShadowColour=MidColour*0.6;
|
|
MidColour.a=1.0;
|
|
HighlightColour.a=1.0;
|
|
ShadowColour.a=1.0;
|
|
|
|
vec4 texture;
|
|
float t = fract(Time*0.1)*3.0;
|
|
if (t<1.0) // mix bet 0 and 1
|
|
{
|
|
texture = mix(texture2D(Maps[0], T*10.0),texture2D(Maps[1], T*10.0),t);
|
|
}
|
|
else if (t<2.0 && t>1.0) // mix bet 1 and 2
|
|
{
|
|
texture = mix(texture2D(Maps[1], T*10.0),texture2D(Maps[2], T*10.0),t-1.0);
|
|
}
|
|
else // mix bet 2 and 0
|
|
{
|
|
texture = mix(texture2D(Maps[2], T*10.0),texture2D(Maps[0], T*10.0),t-2.0);
|
|
}
|
|
|
|
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);
|
|
|
|
|
|
if (dot(n,v) < 0.0) colour = MidColour*texture*0.5;
|
|
|
|
// add linear fog
|
|
//float fog_factor = clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0);
|
|
//gl_FragColor = mix(gl_Fog.color, colour, fog_factor);
|
|
gl_FragColor = colour;
|
|
|
|
}
|