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#version 120
varying vec4 passColour;
varying vec3 passNormal;
uniform sampler2D textureIn;
uniform int millis;
//Algorithm by hughsk
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
float hue = mod(millis/10000.0f+gl_TexCoord[0].t, 1.0f);
float sat = 0.5f;
float val = 0.5f;
vec3 fade = hsv2rgb(vec3(hue, sat, val));
gl_FragColor = vec4(texture.rgb*texture.a + fade*(1.0f-texture.a), 1.0f) * passColour;
vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f));
vec3 normNormal = normalize(passNormal);
float shading = max(0.6f, dot(fakeSunNormal, normNormal));
gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a);
}
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