first commit
This commit is contained in:
42
tb/shader/Triangle.fragsh
Normal file
42
tb/shader/Triangle.fragsh
Normal file
@@ -0,0 +1,42 @@
|
||||
#version 120
|
||||
|
||||
/*
|
||||
Copyright (C) 2010-2017 Kristian Duske
|
||||
|
||||
This file is part of TrenchBroom.
|
||||
|
||||
TrenchBroom is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
TrenchBroom is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with TrenchBroom. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
uniform bool ApplyTinting;
|
||||
uniform vec4 TintColor;
|
||||
|
||||
varying vec4 vertexColor;
|
||||
varying vec3 modelNormal;
|
||||
varying vec3 viewVector;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vertexColor;
|
||||
|
||||
if (ApplyTinting) {
|
||||
gl_FragColor = vec4(gl_FragColor.rgb * TintColor.rgb * TintColor.a, gl_FragColor.a);
|
||||
gl_FragColor = clamp(2.0 * gl_FragColor, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// angular dimming ( can be controlled with dimStrength )
|
||||
float dimStrength = 0.5;
|
||||
float angleDim = dot(normalize(viewVector), normalize(modelNormal)) * dimStrength + (1.0 - dimStrength);
|
||||
|
||||
gl_FragColor.rgb *= angleDim;
|
||||
}
|
||||
Reference in New Issue
Block a user