audio-vis/shaders/wave.frag
2020-08-06 23:44:37 +02:00

26 lines
633 B
GLSL

#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
in vec4 pos;
in vec3 v_surfaceToLight;
in vec3 baseColor;
in vec3 maxColor;
uniform vec4 u_color;
out vec4 outColor;
void main() {
vec4 fragNormal = normalize(pos);
float u_light = 0.3;
float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light);
float y = pos.z;
if (y < 0.0) {
y = y * -1.0;
}
vec3 color = mix(baseColor, maxColor, y);
outColor = vec4(color, 1.0);
outColor.rgb *= light;
}