texture loading!
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@@ -87,26 +87,7 @@ float dither(float brightness, vec2 inputUv)
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void main()
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{
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// setup
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float testRadius = 30.0;
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float testSpeed = 1.0;
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vec3 testOffset = vec3(0.0, 0.0, 50.0);
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float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
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vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
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// lighting
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// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
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vec3 rawTex = texture2D(s_texColor, v_uv0).xyz;
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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// float brightness = 0.5;
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// brightness = lerp(0.2, 1.0, sin(u_time.x) * 0.5 + 0.5);
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float r = dither(brightness * texColor.r, v_uv0);
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float g = dither(brightness * texColor.g, v_uv0);
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float b = dither(brightness * texColor.b, v_uv0);
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// float3 finalColor = vec3(r, g, b);
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float3 ditheredColor = dither(brightness, v_uv0);
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float3 finalColor = mix(u_baseColor, texColor, ditheredColor);
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gl_FragColor = vec4(finalColor, 1.0);
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gl_FragColor = vec4(texColor, 1.0);
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gl_FragColor = vec4(rawTex, 1.0);
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}
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