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      1 /*
      2  * Copyright (C) 2013 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
      5  * in compliance with the License. You may obtain a copy of the License at
      6  *
      7  * http://www.apache.org/licenses/LICENSE-2.0
      8  *
      9  * Unless required by applicable law or agreed to in writing, software distributed under the License
     10  * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
     11  * or implied. See the License for the specific language governing permissions and limitations under
     12  * the License.
     13  */
     14 precision mediump float;
     15 uniform vec3 u_LightPos;
     16 uniform sampler2D u_Texture1;
     17 uniform sampler2D u_Texture2;
     18 uniform int u_Time;
     19 varying vec3 v_Position;
     20 varying vec2 v_TexCoordinate;
     21 void main() {
     22   float weight = abs(mod(float(u_Time), 101.0) - 50.0) / 50.0;// loop between 0.0 and 1.0
     23   float offset = abs(float(u_Time) / 1000.0);
     24   // Get normal from bump map.
     25   vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
     26   vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
     27   vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight)));
     28   // Get a lighting direction vector from the light to the vertex.
     29   vec3 lightVector = normalize(u_LightPos - v_Position);
     30   // Calculate the dot product of the light vector and vertex normal.
     31   float diffuse = max(dot(lightVector, normal), 0.0);
     32   // Add ambient lighting
     33   diffuse = diffuse + 0.025;
     34   // Use the diffuse illumination to get final output color.
     35   gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue.
     36 }