toaruos/hdd/opt/examples/teapot.frag
2013-05-13 02:59:10 -07:00

13 lines
399 B
GLSL

uniform sampler2D texture;
uniform sampler2D spheremap;
varying vec3 vertex_light_position;
varying vec3 vertex_normal;
void main() {
vec4 color = texture2D(texture, gl_TexCoord[0].st);
vec4 env = texture2D(spheremap, gl_TexCoord[1].st);
float diffuse_value = max(dot(vertex_normal, vertex_light_position), 0.2);
gl_FragColor = color * diffuse_value + env * 0.5;
gl_FragColor.a = color.a;
}