#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 . */ 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; }