// Set the fragment color uniform sampler2D tex; varying vec3 fragmentNormal ; varying vec3 lightVector ; varying vec3 cameraVector ; void main() { vec3 fragNormal = normalize( fragmentNormal ) ; float light = dot( fragNormal, normalize( lightVector ) ); float c = dot( fragNormal, normalize( cameraVector ) ); c = (c - 0.5) * 2.0 ; vec4 color = texture2D(tex,gl_TexCoord[0].xy); float bluef2 = (1.0f / (1.0f + exp(c * 15.0f))) * light; float redf2 = (1.0f / (1.0f + exp(c * 15.0f))) * pow(light,2.0) * light; float greenf2 = redf2; /* Each color has its own drop off rate */ float bluef = pow(light, 4.0) ; float greenf = pow(light, 2.0) ; float redf = pow(light, 1.0) ; if( bluef < 0.0 ) bluef = 0.0 ; if( greenf < 0.0 ) greenf = 0.0 ; if( redf < 0.0 ) redf = 0.0 ; gl_FragColor = vec4( redf*color[0] + 10.0*redf2, greenf*color[1] + 10.0*greenf2, bluef*color[2] + 10.0*bluef2, 1.0 ); }