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- uniform sampler2D normal;
- uniform vec2 mouse;
- uniform float Za;
- vec4 effect(vec4 color,sampler2D tex,vec2 tc,vec2 pc)
- {
- vec4 img_color = texture2D( tex, tc );
- vec4 normalColor = texture2D( normal, tc );
- float X = (mouse.x - pc.x);
- float Y = (mouse.y - pc.y);
- float Z = Za;
- float dotProduct = X * normalColor.r + Y * normalColor.g + Z * normalColor.b;
- dotProduct /= sqrt(X * X + Y * Y + Z * Z) * sqrt(normalColor.r * normalColor.r + normalColor.g * normalColor.g + normalColor.b * normalColor.b);
- float factor = dotProduct;
- img_color.r = img_color.r + factor;
- img_color.g = img_color.g + factor;
- img_color.b = img_color.b + factor;
- return img_color;
- }
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