18 lines
401 B
GLSL
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 );
|
|
} |