blob: 26d0954907e5d1a92c25a9c2cf83105d72a0c057 [file] [log] [blame]
/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
* in compliance with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
* or implied. See the License for the specific language governing permissions and limitations under
* the License.
*/
precision mediump float;
uniform vec3 u_LightPos;
uniform sampler2D u_Texture1;
uniform sampler2D u_Texture2;
uniform int u_Time;
varying vec3 v_Position;
varying vec2 v_TexCoordinate;
void main() {
float weight = abs(mod(float(u_Time), 101.0) - 50.0) / 50.0;// loop between 0.0 and 1.0
float offset = abs(float(u_Time) / 1000.0);
// Get normal from bump map.
vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight)));
// Get a lighting direction vector from the light to the vertex.
vec3 lightVector = normalize(u_LightPos - v_Position);
// Calculate the dot product of the light vector and vertex normal.
float diffuse = max(dot(lightVector, normal), 0.0);
// Add ambient lighting
diffuse = diffuse + 0.025;
// Use the diffuse illumination to get final output color.
gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue.
}