RtB/data/shaders/100/default_fs.glsl

17 lines
437 B
GLSL

#version 100
precision mediump float;
// uniform data
uniform sampler2D texture_sampler;
// in
varying vec2 frag_uv;
varying vec3 frag_normal;
void main() {
if (frag_normal.x > 0.0 || frag_normal.z < 0.0 || frag_normal.y < 0.0) {
gl_FragColor = texture2D(texture_sampler, frag_uv) * vec4(0.85, 0.85, 0.85, 1.0);
} else {
gl_FragColor = texture2D(texture_sampler, frag_uv);
}
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}