forked from mirrors/principia
25 lines
607 B
GLSL
25 lines
607 B
GLSL
uniform sampler2D tex_0;
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uniform lowp vec4 color1;
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uniform lowp vec4 color2;
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UNIFORMS
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varying lowp vec2 FS_texcoord;
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varying lowp vec3 FS_n;
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varying lowp vec3 FS_t;
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varying lowp vec3 FS_b;
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VARYINGS
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void main(void)
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{
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lowp vec4 sample = texture2D(tex_0, FS_texcoord);
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vec3 normal = normalize(2.*sample.xyz-1.);
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lowp vec4 albedo = mix(color1, color2, sample.w*sample.w);
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normal = normalize(FS_t * normal.x + FS_n * normal.z + FS_b * normal.y);
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float diffuse = max(dot(LIGHT, normal), 0.);
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gl_FragColor = SHADOW*albedo*diffuse +
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albedo*(_AMBIENT)*AMBIENT_OCCL;
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}
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