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#version 120
varying vec4 passColour;
varying vec3 passNormal;
uniform sampler2D textureIn;
uniform int millis;
uniform int eventMillis;
void main() {
gl_FragColor = texture2D(textureIn, gl_TexCoord[0].st) * passColour;
if(eventMillis < 350 && gl_TexCoord[0].s < 512 && gl_TexCoord[0].t < 512) {
float scroll = (gl_TexCoord[0].s*1024.0f+gl_TexCoord[0].t*1024.0f);
float factor = (10 - abs(scroll - eventMillis*2))/40.0f;
if(factor > 0) {
gl_FragColor.rgb += vec3(factor+0.25f, factor+0.25f, factor+0.25f);
}
}
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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