Files
2026-04-18 22:31:51 +02:00

18 lines
401 B
GLSL

varying vec3 normal;
varying float profondeur;
vec4 desaturate(vec4 color, float t)
{
vec3 grey = vec3(dot(vec3(0.33), color.rgb));
return vec4(mix(color.rgb, grey, t), color.a);
}
void main()
{
vec3 N = normal;
vec3 e = vec3(0.0,0.0,-1.0);
float diffuse = max(0.0, dot(N, e));
vec4 C = gl_Color * vec4(0.1 + 0.9 * vec3(diffuse), diffuse);
gl_FragColor = C * exp( -profondeur * 0.1 );
}