nenuzhno-engine_iter1/assets/skinning/shaders/skinning.fs

18 lines
353 B
GLSL

#version 100
precision highp float;
varying vec3 v_normal;
varying vec2 v_uv;
varying vec3 v_bones;
uniform sampler2D u_texture;
uniform vec4 u_color;
void main()
{
vec4 col = texture2D(u_texture, v_uv);
col *= max(0.2,dot(v_normal,normalize(vec3(1.0))));
gl_FragColor = col * u_color;
//gl_FragColor = mix(gl_FragColor,v_bones.xxxx*0.1,0.99);
}