34 lines
861 B
GLSL
34 lines
861 B
GLSL
varying vec3 N;
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varying vec3 L;
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varying vec3 V;
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varying vec2 T;
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varying vec3 P;
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uniform sampler2D BaseMap;
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uniform vec3 Origin;
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void main()
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{
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vec3 n = normalize(N);
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vec3 l = normalize(L);
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vec3 v = normalize(V);
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float HighlightSize=0.1;
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float ShadowSize=0.2;
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float OutlineWidth=0.2;
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vec4 MidColour=gl_FrontMaterial.diffuse;
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if (Origin.y<0.0) MidColour=vec4(0.171,0.273,0.336,1.0);
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vec4 HighlightColour=MidColour*1.3;
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vec4 ShadowColour=MidColour*0.6;
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HighlightColour.a=1.0;
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ShadowColour.a=1.0;
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float lambert = dot(l,n);
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vec4 colour = MidColour;
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if (lambert > 1.0-HighlightSize) colour = HighlightColour;
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if (lambert < ShadowSize) colour = ShadowColour;
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if (dot(n,v) < OutlineWidth) colour = vec4(0,0,0,1);
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if (dot(n,v) < 0.0) colour = MidColour*texture2D(BaseMap, T);
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gl_FragColor = vec4(colour.xyz,1);
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}
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