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-rw-r--r--src/GLSLShaderTest/dimple.frag20
1 files changed, 12 insertions, 8 deletions
diff --git a/src/GLSLShaderTest/dimple.frag b/src/GLSLShaderTest/dimple.frag
index 70d2982..282add7 100644
--- a/src/GLSLShaderTest/dimple.frag
+++ b/src/GLSLShaderTest/dimple.frag
@@ -11,20 +11,23 @@ varying vec3 LightDir;
varying vec3 EyeDir;
varying vec3 Normal;
-const vec3 color = vec3(0.7, 0.6, 0.18);
+//const vec3 Color = vec3(0.7, 0.6, 0.18);
//const float Density = 16.0;
//const float Size = 0.25;
-//uniform float Density;
-//uniform float Size;
-float Density = 27.6;
-float Size = 0.13025;
+uniform vec3 Color;
+uniform float Density;
+uniform float Size;
+// uniform float SpecularFactor;
+
+//float Density = 27.6;
+//float Size = 0.13025;
//uniform float Scale;
-const float SpecularFactor = 0.5;
+const float SpecularFactor = 0.4;
void main (void)
{
@@ -38,7 +41,7 @@ void main (void)
vec3 normDelta = vec3(-p.x, -p.y, 1.0);
- litColor = color * max(0.0, dot(normDelta, LightDir));
+ litColor = Color * max(0.0, dot(normDelta, LightDir));
float t = 2.0 * dot(LightDir, normDelta);
vec3 reflectDir = t * normDelta;
@@ -52,6 +55,7 @@ void main (void)
spec *= SpecularFactor;
litColor = min(litColor + spec, vec3(1.0));
- gl_FragColor = vec4(litColor, 1.0);
+ gl_FragColor = vec4(litColor, gl_Color.a);
+// gl_FragColor = vec4(litColor, 1.0);
// gl_FragColor = vec4(Scale);
}