vrshoot

annotate sdr/default.p.glsl @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
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nuclear@0 1 varying vec3 vpos, norm;
nuclear@0 2 varying vec2 texcoord;
nuclear@0 3
nuclear@0 4 void main()
nuclear@0 5 {
nuclear@0 6 vec3 n = normalize(norm);
nuclear@0 7 vec3 ldir = normalize(vec3(-0.5, 0.5, 2));
nuclear@0 8
nuclear@0 9 float ndotl = max(dot(n, ldir), 0.0);
nuclear@0 10
nuclear@0 11 vec3 color = vec3(0.8, 0.8, 0.8) * ndotl;
nuclear@0 12
nuclear@0 13 float hpat = smoothstep(0.49, 0.5, mod(texcoord.x * 8.0, 1.0));
nuclear@0 14 float vpat = smoothstep(0.49, 0.5, mod(texcoord.y * 8.0, 1.0));
nuclear@0 15
nuclear@0 16 float pattern = 0.0;
nuclear@0 17 if((hpat > 0.5 && vpat > 0.5) || (hpat < 0.5 && vpat < 0.5)) {
nuclear@0 18 pattern = 1.0;
nuclear@0 19 } else {
nuclear@0 20 pattern = 0.0;
nuclear@0 21 }
nuclear@0 22
nuclear@0 23 vec3 tex = vec3(pattern * 0.5 + 0.5);
nuclear@0 24
nuclear@0 25
nuclear@0 26 gl_FragColor.rgb = color * tex;
nuclear@0 27 gl_FragColor.a = 1.0;
nuclear@0 28 }