1 uniform lowp vec4 uColor;
2 uniform sampler2D sTexture0;
3 uniform sampler2D sTexture1;
4 uniform mediump vec3 eyePos;
5 uniform mediump vec3 lightDir;
6 uniform mediump vec2 uScreenSize;
7 varying mediump vec3 vNormal;
8 varying mediump vec3 vPosition;
9 varying mediump vec2 vTexCoord;
11 mediump float rand(mediump vec2 co)
13 return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
18 mediump vec2 tx = (gl_FragCoord.xy / uScreenSize.xy);
19 mediump vec3 n = normalize( vNormal );
20 mediump vec3 l = normalize( lightDir );
21 mediump vec3 e = normalize( eyePos );
22 mediump float factor = gl_FragCoord.y / uScreenSize.y;
23 mediump float intensity = max(dot(n,l), 0.0);
25 gl_FragColor = ((texture2D(sTexture0, vTexCoord) * factor ) +
26 (texture2D(sTexture1, uv))) * intensity;