Files
itgmania212121/Data/Shaders/GLSL/Cel.frag
T
2010-01-26 21:00:30 -06:00

24 lines
653 B
GLSL

varying vec2 texCoords;
varying vec3 normal, viewVector;
varying vec4 lightVector, lightColor;
uniform sampler2D Texture1;
void main(void)
{
float intensity = dot(normal, lightVector.xyz);
float fresnel = pow(1.0 - dot(viewVector, normal), 5.0);
fresnel = fresnel < 0.5 ? 0.0 : 0.4;
float shade = 1.0;
if( intensity > 0.35 )
shade = clamp(1.0 * intensity + 0.4, 0.0, 1.0);
else
shade = clamp(0.85 * intensity + 0.25, 0.4, 0.6);
shade = clamp(shade - fresnel, 0.3, 1.0);
vec4 vcol = gl_FrontMaterial.diffuse;
vec4 tex = texture2D(Texture1, texCoords);
gl_FragColor = lightColor * vec4(tex.rgb * shade, 1.0);
}