mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-07 19:40:48 +00:00
shader modifs
This commit is contained in:
@@ -4,6 +4,7 @@ precision mediump float;
|
|||||||
|
|
||||||
// Input vertex attributes (from vertex shader)
|
// Input vertex attributes (from vertex shader)
|
||||||
varying vec3 fragPosition;
|
varying vec3 fragPosition;
|
||||||
|
varying vec3 fragNormal;
|
||||||
varying vec2 fragTexCoord;
|
varying vec2 fragTexCoord;
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
@@ -13,7 +14,9 @@ void main() {
|
|||||||
// Texel color fetching from texture sampler
|
// Texel color fetching from texture sampler
|
||||||
|
|
||||||
// NOTE: Implement here your fragment shader code
|
// NOTE: Implement here your fragment shader code
|
||||||
vec4 tmp = texture2D(texture0, fragTexCoord);
|
vec4 tmp;
|
||||||
|
tmp.rgb = texture2D(texture0, fragTexCoord).rgb;
|
||||||
|
|
||||||
|
|
||||||
tmp.a = alpha;
|
tmp.a = alpha;
|
||||||
|
|
||||||
|
|||||||
@@ -98,6 +98,7 @@ uniform float radius;
|
|||||||
varying vec3 fragPosition;
|
varying vec3 fragPosition;
|
||||||
varying vec2 fragTexCoord;
|
varying vec2 fragTexCoord;
|
||||||
varying vec4 fragColor;
|
varying vec4 fragColor;
|
||||||
|
varying vec3 fragNormal;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
@@ -105,6 +106,7 @@ void main() {
|
|||||||
// Send vertex attributes to fragment shader
|
// Send vertex attributes to fragment shader
|
||||||
fragPosition = vertexPosition + vertexPosition * vec3(cnoise(vec3(vertexNormal + vec3(frame))) * 0.5);
|
fragPosition = vertexPosition + vertexPosition * vec3(cnoise(vec3(vertexNormal + vec3(frame))) * 0.5);
|
||||||
fragColor = vertexColor;
|
fragColor = vertexColor;
|
||||||
|
fragNormal = vertexNormal;
|
||||||
fragTexCoord = vertexTexCoord;
|
fragTexCoord = vertexTexCoord;
|
||||||
// Calculate final vertex position
|
// Calculate final vertex position
|
||||||
gl_Position = mvp * vec4(fragPosition , radius);
|
gl_Position = mvp * vec4(fragPosition , radius);
|
||||||
|
|||||||
Reference in New Issue
Block a user