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quakemapping/tb/shader/Triangle.fragsh
2019-12-30 17:23:05 +01:00

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#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;
}