19 lines
390 B
GLSL
19 lines
390 B
GLSL
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uniform float alpha = 0.6;
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flat in vec3 finalStateColor;
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flat in vec3 finalBoneColor;
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in vec3 normalView;
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out vec4 fragColor;
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void main()
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{
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/* Smooth lighting factor. */
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const float s = 0.2; /* [0.0-0.5] range */
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float n = normalize(normalView).z;
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float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
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fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
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fragColor.a = alpha;
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}
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