1*b7c941bbSAndroid Build Coastguard Worker/* 2*b7c941bbSAndroid Build Coastguard Worker * Copyright (C) 2013 The Android Open Source Project 3*b7c941bbSAndroid Build Coastguard Worker * 4*b7c941bbSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except 5*b7c941bbSAndroid Build Coastguard Worker * in compliance with the License. You may obtain a copy of the License at 6*b7c941bbSAndroid Build Coastguard Worker * 7*b7c941bbSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 8*b7c941bbSAndroid Build Coastguard Worker * 9*b7c941bbSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software distributed under the License 10*b7c941bbSAndroid Build Coastguard Worker * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express 11*b7c941bbSAndroid Build Coastguard Worker * or implied. See the License for the specific language governing permissions and limitations under 12*b7c941bbSAndroid Build Coastguard Worker * the License. 13*b7c941bbSAndroid Build Coastguard Worker */ 14*b7c941bbSAndroid Build Coastguard Workerprecision mediump float; 15*b7c941bbSAndroid Build Coastguard Workeruniform vec3 u_LightPos; 16*b7c941bbSAndroid Build Coastguard Workeruniform sampler2D u_Texture1; 17*b7c941bbSAndroid Build Coastguard Workeruniform sampler2D u_Texture2; 18*b7c941bbSAndroid Build Coastguard Workeruniform int u_Time; 19*b7c941bbSAndroid Build Coastguard Workervarying vec3 v_Position; 20*b7c941bbSAndroid Build Coastguard Workervarying vec2 v_TexCoordinate; 21*b7c941bbSAndroid Build Coastguard Workervoid main() { 22*b7c941bbSAndroid Build Coastguard Worker float weight = abs(mod(float(u_Time), 101.0) - 50.0) / 50.0;// loop between 0.0 and 1.0 23*b7c941bbSAndroid Build Coastguard Worker float offset = abs(float(u_Time) / 1000.0); 24*b7c941bbSAndroid Build Coastguard Worker // Get normal from bump map. 25*b7c941bbSAndroid Build Coastguard Worker vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0; 26*b7c941bbSAndroid Build Coastguard Worker vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0; 27*b7c941bbSAndroid Build Coastguard Worker vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight))); 28*b7c941bbSAndroid Build Coastguard Worker // Get a lighting direction vector from the light to the vertex. 29*b7c941bbSAndroid Build Coastguard Worker vec3 lightVector = normalize(u_LightPos - v_Position); 30*b7c941bbSAndroid Build Coastguard Worker // Calculate the dot product of the light vector and vertex normal. 31*b7c941bbSAndroid Build Coastguard Worker float diffuse = max(dot(lightVector, normal), 0.0); 32*b7c941bbSAndroid Build Coastguard Worker // Add ambient lighting 33*b7c941bbSAndroid Build Coastguard Worker diffuse = diffuse + 0.025; 34*b7c941bbSAndroid Build Coastguard Worker // Use the diffuse illumination to get final output color. 35*b7c941bbSAndroid Build Coastguard Worker gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue. 36*b7c941bbSAndroid Build Coastguard Worker}