1 precision mediump float;
2 uniform sampler2D sTexture;
5 uniform float uKFactor;
6 uniform mediump vec3 eyePos;
7 uniform mediump vec3 lightDir;
8 varying mediump vec3 vNormal;
9 varying mediump vec3 vPosition;
10 varying mediump vec2 vTexCoord;
14 mediump vec3 n = normalize( vNormal );
15 mediump vec3 l = normalize( lightDir );
16 mediump vec3 e = normalize( eyePos );
17 mediump float intensity = max(dot(n,l), 0.0);
19 const mediump float PI = 3.1415926535897932384626433832795;
20 mediump float v = 0.0;
21 mediump vec2 c = vTexCoord * uKFactor - uKFactor/2.0;
22 v += sin((c.x+uTime));
23 v += sin((c.y+uTime)/2.0);
24 v += sin((c.x+c.y+uTime)/2.0);
25 c += uKFactor/2.0 * vec2(sin(uTime/3.0), cos(uTime/2.0));
26 v += sin(sqrt(c.x*c.x+c.y*c.y+1.0)+uTime);
28 mediump vec3 col = vec3(1, sin(PI*v), cos(PI*v));
29 gl_FragColor = (texture2D(sTexture, vTexCoord)) * (((col.r+col.g+col.b)/3.0)+1.0+intensity);