/* * 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. }