Files

30 lines
721 B
GLSL

uniform sampler2D Texture0;
varying vec2 vCoord;
varying vec3 vNor;
const vec4 shadowColor = vec4(0.6, 0.75, 0.9, 1.0);
void main() {
vec3 nor, light;
nor = normalize(vNor);
vec4 diffuse, specular, color, lightSource;
float ambient = length(gl_FrontMaterial.ambient.rgb);
lightSource = gl_LightSource[0].position;
light = normalize(gl_ModelViewMatrix * lightSource).xyz;
color = texture2D(Texture0, vCoord.st);
float intensity = max(dot(light,nor), 0.0);
if (intensity < 0.5) {
intensity *= 0.5;
color *= shadowColor;
}
intensity = min(clamp(intensity, ambient, 1.0) + 0.25, 1.0);
gl_FragColor = color * intensity;
// Don't allow transparency. Bad Things will happen.
gl_FragColor.a = 1.0;
}