| /* |
| * 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. |
| } |