blob: 62c99603943b2e8c9fb64255495c085442c922e7 [file] [log] [blame]
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D uSampler;
uniform sampler2D uSampler1;
uniform float uCurrentTime;
varying vec2 vTextureCoord;
varying vec4 vWorld;
varying vec3 vDiffuse;
varying vec3 vAmbient;
varying vec3 vFresnel;
void main(void)
{
vec4 caustics = texture2D(uSampler1, vec2(vWorld.x / 24.0 + uCurrentTime / 20.0, (vWorld.z - vWorld.y)/48.0 + uCurrentTime / 40.0));
vec4 colorMap = texture2D(uSampler, vTextureCoord);
float transparency = colorMap.a + pow(vFresnel.r, 2.0) - 0.3;
gl_FragColor = vec4(((vAmbient + vDiffuse + caustics.rgb) * colorMap.rgb), transparency);
}