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- uniform sampler2D penumbraTexture;
- uniform float lightBrightness;
- uniform float darkBrightness;
- void main() {
- float penumbra = texture2D(penumbraTexture, gl_TexCoord[0].xy).x;
-
- float shadow = (lightBrightness - darkBrightness) * penumbra + darkBrightness;
- gl_FragColor = vec4(vec3(1.0 - shadow), 1.0);
- }
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