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