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#version 120
varying vec3 normal, light_pos;
varying float y;
uniform sampler2D tex[3];
void main() {
vec3 n = normalize(normal);
float diffuse = max(dot(n, light_pos), 0.0);
float f1 = clamp((y-15.0) / 3.0, 0.0, 1.0);
float f2 = clamp((y-2) / 3.0, 0.0, 1.0);
vec4 t0 = texture2D(tex[0], gl_TexCoord[0].st);
vec4 t1 = texture2D(tex[1], gl_TexCoord[0].st);
vec4 t2 = texture2D(tex[2], gl_TexCoord[0].st);
gl_FragColor = mix(mix(t2, t0, f2), t1, f1) * diffuse;
}
/* vim: set syn=glsl: */
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