"uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
+ "uniform vec3 uShadowing;"
""
"in vec4 aTexCoords;"
"in vec2 aWorldCoords;"
"void main()"
"{"
//"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
- "vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
+ //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
"vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
"vec4 wood = texture( uTexWood, aTexCoords.zw );"
"vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
- "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+ "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
//"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
- "vec3 shadows = mix( shadowing_colour, vec3(1.0,1.0,1.0), glyph.r );"
+ "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
"vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
"FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
+ "uColour", "uForeground", "uVisibility", "uShadowing" })
)
SHADER_DEFINE( shader_background,