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36 lines
1.6 KiB
36 lines
1.6 KiB
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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precision mediump float;
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uniform vec3 u_LightPos;
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uniform sampler2D u_Texture1;
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uniform sampler2D u_Texture2;
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uniform int u_Time;
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varying vec3 v_Position;
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varying vec2 v_TexCoordinate;
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void main() {
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float weight = abs(mod(float(u_Time), 101.0) - 50.0) / 50.0;// loop between 0.0 and 1.0
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float offset = abs(float(u_Time) / 1000.0);
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// Get normal from bump map.
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vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
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vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
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vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight)));
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// Get a lighting direction vector from the light to the vertex.
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vec3 lightVector = normalize(u_LightPos - v_Position);
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// Calculate the dot product of the light vector and vertex normal.
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float diffuse = max(dot(lightVector, normal), 0.0);
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// Add ambient lighting
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diffuse = diffuse + 0.025;
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// Use the diffuse illumination to get final output color.
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gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue.
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} |