| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,54 @@ | ||
| #version 120 | ||
|
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| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
|
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| uniform float enableBumpmapping; | ||
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| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
|
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| varying vec3 vPosition; | ||
| varying vec3 eyeVec; | ||
| varying vec4 vColor; | ||
|
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| const float e = 2.718281828459; | ||
|
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||
| void main (void) | ||
| { | ||
| float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; | ||
| float enable_bumpmapping = enableBumpmapping; | ||
|
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| vec3 color; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
|
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| if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { | ||
| vec3 base = texture2D(baseTexture, uv).rgb; | ||
| vec3 vVec = normalize(eyeVec); | ||
| vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); | ||
| vec3 R = reflect(-vVec, bump); | ||
| vec3 lVec = normalize(vVec); | ||
| float diffuse = max(dot(lVec, bump), 0.0); | ||
| float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); | ||
| color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; | ||
| } else { | ||
| color = texture2D(baseTexture, uv).rgb; | ||
| } | ||
|
|
||
| float alpha = gl_Color.a; | ||
| vec4 col = vec4(color.r, color.g, color.b, alpha); | ||
| col *= gl_Color; | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| if(fogDistance != 0.0){ | ||
| float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
| col = mix(col, skyBgColor, d); | ||
| } | ||
| gl_FragColor = vec4(col.r, col.g, col.b, alpha); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,87 @@ | ||
| #version 120 | ||
|
|
||
| uniform mat4 mWorldViewProj; | ||
| uniform mat4 mInvWorld; | ||
| uniform mat4 mTransWorld; | ||
| uniform float dayNightRatio; | ||
| uniform float animationTimer; | ||
|
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| uniform float enableWavingLeaves; | ||
| uniform vec3 eyePosition; | ||
|
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| varying vec3 vPosition; | ||
| varying vec3 eyeVec; | ||
|
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| float smoothCurve( float x ) { | ||
| return x * x *( 3.0 - 2.0 * x ); | ||
| } | ||
| float triangleWave( float x ) { | ||
| return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); | ||
| } | ||
| float smoothTriangleWave( float x ) { | ||
| return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; | ||
| } | ||
|
|
||
| void main(void) | ||
| { | ||
| gl_TexCoord[0] = gl_MultiTexCoord0; | ||
| if (enableWavingLeaves == 1.0){ | ||
| vec4 pos = gl_Vertex; | ||
| vec4 pos2 = mTransWorld*gl_Vertex; | ||
| pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; | ||
| pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; | ||
| pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; | ||
| gl_Position = mWorldViewProj * pos; | ||
| } | ||
| else | ||
| gl_Position = mWorldViewProj * gl_Vertex; | ||
|
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| vPosition = (mWorldViewProj * gl_Vertex).xyz; | ||
|
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| eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||
|
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| vec4 color; | ||
| //color = vec4(1.0, 1.0, 1.0, 1.0); | ||
|
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| float day = gl_Color.r; | ||
| float night = gl_Color.g; | ||
| float light_source = gl_Color.b; | ||
|
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| /*color.r = mix(night, day, dayNightRatio); | ||
| color.g = color.r; | ||
| color.b = color.r;*/ | ||
|
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| float rg = mix(night, day, dayNightRatio); | ||
| rg += light_source * 2.5; // Make light sources brighter | ||
| float b = rg; | ||
|
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| // Moonlight is blue | ||
| b += (day - night) / 13.0; | ||
| rg -= (day - night) / 13.0; | ||
|
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||
| // Emphase blue a bit in darker places | ||
| // See C++ implementation in mapblock_mesh.cpp finalColorBlend() | ||
| b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); | ||
|
|
||
| // Artificial light is yellow-ish | ||
| // See C++ implementation in mapblock_mesh.cpp finalColorBlend() | ||
| rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); | ||
|
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||
| color.r = clamp(rg,0.0,1.0); | ||
| color.g = clamp(rg,0.0,1.0); | ||
| color.b = clamp(b,0.0,1.0); | ||
|
|
||
| // Make sides and bottom darker than the top | ||
| color = color * color; // SRGB -> Linear | ||
| if(gl_Normal.y <= 0.5) | ||
| color *= 0.6; | ||
| //color *= 0.7; | ||
| color = sqrt(color); // Linear -> SRGB | ||
|
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| color.a = gl_Color.a; | ||
|
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| gl_FrontColor = gl_BackColor = color; | ||
|
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| gl_TexCoord[0] = gl_MultiTexCoord0; | ||
|
|
||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,53 @@ | ||
| #version 120 | ||
|
|
||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
|
|
||
| uniform float enableBumpmapping; | ||
|
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||
| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
|
|
||
| varying vec3 vPosition; | ||
| varying vec3 eyeVec; | ||
|
|
||
| const float e = 2.718281828459; | ||
|
|
||
| void main (void) | ||
| { | ||
| float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; | ||
| float enable_bumpmapping = enableBumpmapping; | ||
|
|
||
| vec3 color; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
|
|
||
| if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { | ||
| vec3 base = texture2D(baseTexture, uv).rgb; | ||
| vec3 vVec = normalize(eyeVec); | ||
| vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); | ||
| vec3 R = reflect(-vVec, bump); | ||
| vec3 lVec = normalize(vVec); | ||
| float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0); | ||
| float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); | ||
| color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; | ||
| } else { | ||
| color = texture2D(baseTexture, uv).rgb; | ||
| } | ||
|
|
||
| float alpha = gl_Color.a; | ||
| vec4 col = vec4(color.r, color.g, color.b, alpha); | ||
| col *= gl_Color; | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| if(fogDistance != 0.0){ | ||
| float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
| alpha = mix(alpha, 0.0, d); | ||
| } | ||
| gl_FragColor = vec4(col.r, col.g, col.b, alpha); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,53 @@ | ||
| #version 120 | ||
|
|
||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
|
|
||
| uniform float enableBumpmapping; | ||
|
|
||
| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
|
|
||
| varying vec3 vPosition; | ||
| varying vec3 eyeVec; | ||
|
|
||
| const float e = 2.718281828459; | ||
|
|
||
| void main (void) | ||
| { | ||
| float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; | ||
| float enable_bumpmapping = enableBumpmapping; | ||
|
|
||
| vec3 color; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
|
|
||
| if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { | ||
| vec3 base = texture2D(baseTexture, uv).rgb; | ||
| vec3 vVec = normalize(eyeVec); | ||
| vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); | ||
| vec3 R = reflect(-vVec, bump); | ||
| vec3 lVec = normalize(vVec); | ||
| float diffuse = max(dot(lVec, bump), 0.0); | ||
| float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); | ||
| color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; | ||
| } else { | ||
| color = texture2D(baseTexture, uv).rgb; | ||
| } | ||
|
|
||
| float alpha = gl_Color.a; | ||
| vec4 col = vec4(color.r, color.g, color.b, alpha); | ||
| col *= gl_Color; | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| if(fogDistance != 0.0){ | ||
| float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
| col = mix(col, skyBgColor, d); | ||
| } | ||
| gl_FragColor = vec4(col.r, col.g, col.b, alpha); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,87 @@ | ||
| #version 120 | ||
|
|
||
| uniform mat4 mWorldViewProj; | ||
| uniform mat4 mInvWorld; | ||
| uniform mat4 mTransWorld; | ||
| uniform float dayNightRatio; | ||
| uniform float animationTimer; | ||
|
|
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| uniform float enableWavingPlants; | ||
|
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||
| uniform vec3 eyePosition; | ||
|
|
||
| varying vec3 vPosition; | ||
| varying vec3 eyeVec; | ||
|
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||
| float smoothCurve( float x ) { | ||
| return x * x *( 3.0 - 2.0 * x ); | ||
| } | ||
| float triangleWave( float x ) { | ||
| return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); | ||
| } | ||
| float smoothTriangleWave( float x ) { | ||
| return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; | ||
| } | ||
|
|
||
| void main(void) | ||
| { | ||
|
|
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| gl_TexCoord[0] = gl_MultiTexCoord0; | ||
| if (enableWavingPlants == 1.0){ | ||
| vec4 pos = gl_Vertex; | ||
| vec4 pos2 = mTransWorld * gl_Vertex; | ||
| if (gl_TexCoord[0].y < 0.05) { | ||
| pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; | ||
| pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; | ||
| } | ||
| gl_Position = mWorldViewProj * pos; | ||
| } | ||
| else | ||
| gl_Position = mWorldViewProj * gl_Vertex; | ||
|
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| vPosition = (mWorldViewProj * gl_Vertex).xyz; | ||
| eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||
|
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| vec4 color; | ||
| //color = vec4(1.0, 1.0, 1.0, 1.0); | ||
|
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||
| float day = gl_Color.r; | ||
| float night = gl_Color.g; | ||
| float light_source = gl_Color.b; | ||
|
|
||
| /*color.r = mix(night, day, dayNightRatio); | ||
| color.g = color.r; | ||
| color.b = color.r;*/ | ||
|
|
||
| float rg = mix(night, day, dayNightRatio); | ||
| rg += light_source * 2.5; // Make light sources brighter | ||
| float b = rg; | ||
|
|
||
| // Moonlight is blue | ||
| b += (day - night) / 13.0; | ||
| rg -= (day - night) / 13.0; | ||
|
|
||
| // Emphase blue a bit in darker places | ||
| // See C++ implementation in mapblock_mesh.cpp finalColorBlend() | ||
| b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); | ||
|
|
||
| // Artificial light is yellow-ish | ||
| // See C++ implementation in mapblock_mesh.cpp finalColorBlend() | ||
| rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); | ||
|
|
||
| color.r = clamp(rg,0.0,1.0); | ||
| color.g = clamp(rg,0.0,1.0); | ||
| color.b = clamp(b,0.0,1.0); | ||
|
|
||
| // Make sides and bottom darker than the top | ||
| color = color * color; // SRGB -> Linear | ||
| if(gl_Normal.y <= 0.5) | ||
| color *= 0.6; | ||
| //color *= 0.7; | ||
| color = sqrt(color); // Linear -> SRGB | ||
|
|
||
| color.a = gl_Color.a; | ||
|
|
||
| gl_FrontColor = gl_BackColor = color; | ||
|
|
||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1 @@ | ||
| trans_alphach_ref |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,87 @@ | ||
| #version 120 | ||
|
|
||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
|
|
||
| uniform float enableBumpmapping; | ||
| uniform float enableParallaxOcclusion; | ||
| uniform float parallaxOcclusionScale; | ||
| uniform float parallaxOcclusionBias; | ||
|
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||
|
|
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| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
|
|
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| varying vec3 vPosition; | ||
| varying vec3 tsEyeVec; | ||
| varying vec3 eyeVec; | ||
| varying vec4 vColor; | ||
|
|
||
| const float e = 2.718281828459; | ||
|
|
||
| void main (void) | ||
| { | ||
| float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; | ||
| float enable_bumpmapping = enableBumpmapping; | ||
|
|
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| vec3 color; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
| float height; | ||
| vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); | ||
|
|
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| if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { | ||
| float map_height = texture2D(normalTexture, uv).a; | ||
| if (map_height < 1.0){ | ||
| float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; | ||
| uv = uv + height * tsEye; | ||
| } | ||
| } | ||
| /* Steep parallax code, for future use | ||
| if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { | ||
| const float numSteps = 40.0; | ||
| float height = 1.0; | ||
| float step = 1.0 / numSteps; | ||
| vec4 NB = texture2D(normalTexture, uv); | ||
| vec2 delta = tsEye * parallaxMappingScale / numSteps; | ||
| for (float i = 0.0; i < numSteps; i++) { | ||
| if (NB.a < height) { | ||
| height -= step; | ||
| uv += delta; | ||
| NB = texture2D(normalTexture, uv); | ||
| } else { | ||
| break; | ||
| } | ||
| } | ||
| } | ||
| */ | ||
|
|
||
| if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { | ||
| vec3 base = texture2D(baseTexture, uv).rgb; | ||
| vec3 vVec = normalize(eyeVec); | ||
| vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); | ||
| vec3 R = reflect(-vVec, bump); | ||
| vec3 lVec = normalize(vVec); | ||
| float diffuse = max(dot(lVec, bump), 0.0); | ||
| float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); | ||
| color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; | ||
| } else { | ||
| color = texture2D(baseTexture, uv).rgb; | ||
| } | ||
|
|
||
| float alpha = gl_Color.a; | ||
| vec4 col = vec4(color.r, color.g, color.b, alpha); | ||
| col *= gl_Color; | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| if(fogDistance != 0.0){ | ||
| float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
| col = mix(col, skyBgColor, d); | ||
| } | ||
| gl_FragColor = vec4(col.r, col.g, col.b, alpha); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,99 @@ | ||
| #version 120 | ||
|
|
||
| uniform mat4 mWorldViewProj; | ||
| uniform mat4 mInvWorld; | ||
| uniform mat4 mTransWorld; | ||
| uniform float dayNightRatio; | ||
|
|
||
| uniform vec3 eyePosition; | ||
|
|
||
| varying vec3 vPosition; | ||
| varying vec3 eyeVec; | ||
| varying vec3 tsEyeVec; | ||
|
|
||
| void main(void) | ||
| { | ||
| gl_Position = mWorldViewProj * gl_Vertex; | ||
| vPosition = (mWorldViewProj * gl_Vertex).xyz; | ||
|
|
||
| vec3 normal,tangent,binormal; | ||
| normal = normalize(gl_NormalMatrix * gl_Normal); | ||
|
|
||
| if (gl_Normal.x > 0.5) { | ||
| // 1.0, 0.0, 0.0 | ||
| tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); | ||
| binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); | ||
| } else if (gl_Normal.x < -0.5) { | ||
| // -1.0, 0.0, 0.0 | ||
| tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); | ||
| binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); | ||
| } else if (gl_Normal.y > 0.5) { | ||
| // 0.0, 1.0, 0.0 | ||
| tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); | ||
| binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); | ||
| } else if (gl_Normal.y < -0.5) { | ||
| // 0.0, -1.0, 0.0 | ||
| tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); | ||
| binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); | ||
| } else if (gl_Normal.z > 0.5) { | ||
| // 0.0, 0.0, 1.0 | ||
| tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); | ||
| binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); | ||
| } else if (gl_Normal.z < -0.5) { | ||
| // 0.0, 0.0, -1.0 | ||
| tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); | ||
| binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); | ||
| } | ||
|
|
||
| mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, | ||
| tangent.y, binormal.y, normal.y, | ||
| tangent.z, binormal.z, normal.z); | ||
|
|
||
| eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||
| tsEyeVec = normalize(eyeVec * tbnMatrix); | ||
|
|
||
| vec4 color; | ||
| //color = vec4(1.0, 1.0, 1.0, 1.0); | ||
|
|
||
| float day = gl_Color.r; | ||
| float night = gl_Color.g; | ||
| float light_source = gl_Color.b; | ||
|
|
||
| /*color.r = mix(night, day, dayNightRatio); | ||
| color.g = color.r; | ||
| color.b = color.r;*/ | ||
|
|
||
| float rg = mix(night, day, dayNightRatio); | ||
| rg += light_source * 2.5; // Make light sources brighter | ||
| float b = rg; | ||
|
|
||
| // Moonlight is blue | ||
| b += (day - night) / 13.0; | ||
| rg -= (day - night) / 13.0; | ||
|
|
||
| // Emphase blue a bit in darker places | ||
| // See C++ implementation in mapblock_mesh.cpp finalColorBlend() | ||
| b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); | ||
|
|
||
| // Artificial light is yellow-ish | ||
| // See C++ implementation in mapblock_mesh.cpp finalColorBlend() | ||
| rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); | ||
|
|
||
| color.r = clamp(rg,0.0,1.0); | ||
| color.g = clamp(rg,0.0,1.0); | ||
| color.b = clamp(b,0.0,1.0); | ||
|
|
||
| // Make sides and bottom darker than the top | ||
| color = color * color; // SRGB -> Linear | ||
| if(gl_Normal.y <= 0.5) | ||
| color *= 0.6; | ||
| //color *= 0.7; | ||
| color = sqrt(color); // Linear -> SRGB | ||
|
|
||
| color.a = gl_Color.a; | ||
|
|
||
| gl_FrontColor = gl_BackColor = color; | ||
|
|
||
| gl_TexCoord[0] = gl_MultiTexCoord0; | ||
|
|
||
| } |