bullet3/examples/OpenGLWindow/Shaders/instancingPS.glsl

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#version 330
precision highp float;
in Fragment
{
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
in vec3 lightDir,normal,ambient;
out vec4 color;
void main_textured(void)
{
color = vec4(0.1,0.2,0.3,0.3);
}
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
vec3 ct,cf;
float intensity,at,af;
intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );
cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
af = 1.0;
ct = texel.rgb;
at = texel.a;
color = vec4(ct * cf, at * af);
}