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