groworld/plant-eyes/shaders/twig.frag.glsl
2009-10-06 15:44:10 +01:00

38 lines
998 B
GLSL

varying vec3 N;
varying vec3 L;
varying vec3 V;
varying vec2 T;
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;
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);
// 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;
}