texture loading!

This commit is contained in:
Asuro
2025-03-28 04:28:06 +01:00
parent f56ffdaa13
commit 365805537c
26 changed files with 244 additions and 84 deletions

View File

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