Добавить ресурсы маджонга
This commit is contained in:
28
шейдеры/освещение-изображение.frag
Normal file
28
шейдеры/освещение-изображение.frag
Normal file
@@ -0,0 +1,28 @@
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
varying vec3 position;
|
||||
varying vec3 normal;
|
||||
|
||||
const vec3 lightPosition = vec3(10, 20, 10);
|
||||
|
||||
varying vec2 texCoord;
|
||||
uniform sampler2D image;
|
||||
|
||||
float lambertianReflectanceStrength(vec3 position, vec3 lightPosition)
|
||||
{
|
||||
vec3 lightDirection = normalize(lightPosition - position);
|
||||
// Light flux direction.
|
||||
float strength = dot(normal, lightDirection);
|
||||
float diffuse = max(strength, 0.2);
|
||||
|
||||
return diffuse;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 texColor = texture2D(image, texCoord).rgb;
|
||||
vec3 finalColor = texColor * lambertianReflectanceStrength(position, lightPosition);
|
||||
gl_FragColor = vec4(finalColor, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user