comparison shader.frag @ 65:71f6c5cc8eec

Add 'ftime' uniform for shaders, which is time in milliseconds from start of rendering loop.
author Matti Hamalainen <ccr@tnsp.org>
date Sun, 15 Dec 2019 02:54:39 +0200
parents d2839cbfaad8
children
comparison
equal deleted inserted replaced
64:e8100c1c5d99 65:71f6c5cc8eec
1 varying vec3 snormal; 1 varying vec3 snormal;
2 varying vec3 svertex; 2 varying vec3 svertex;
3 uniform int nlights; 3 uniform int nlights;
4 uniform float ftime;
4 5
5 6
6 float maxdot(vec3 sveca, vec3 svecb) 7 float maxdot(vec3 sveca, vec3 svecb)
7 { 8 {
8 return max(dot(sveca, svecb), 0.0); 9 return max(dot(sveca, svecb), 0.0);
20 vec3 snormal = normalize(snormal); 21 vec3 snormal = normalize(snormal);
21 vec3 srcVec = normalize(-svertex); 22 vec3 srcVec = normalize(-svertex);
22 //vec4 poo = vec4(0.0, 0.0, 0.0, 0.0); 23 //vec4 poo = vec4(0.0, 0.0, 0.0, 0.0);
23 vec4 poo = gl_FragCoord; 24 vec4 poo = gl_FragCoord;
24 //poo += vec4(snormal.x, snormal.y, snormal.z, 0.0); 25 //poo += vec4(snormal.x, snormal.y, snormal.z, 0.0);
25 vec4 finalColor = vec4(poo.x * 0.1, poo.y * 0.001, poo.z, 1.0); 26 vec4 finalColor = vec4(poo.x * 0.1, poo.y * 0.001, poo.z + sin(ftime * 0.001), 1.0);
26 27
27 for (int i = 0; i < nlights; i++) 28 for (int i = 0; i < nlights; i++)
28 { 29 {
29 vec3 lightVec = normalize(gl_LightSource[i].position.xyz - svertex); 30 vec3 lightVec = normalize(gl_LightSource[i].position.xyz - svertex);
30 vec3 refVec = normalize(-reflect(lightVec, snormal)); 31 vec3 refVec = normalize(-reflect(lightVec, snormal));