// // Simple passthrough fragment shader // //varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec3 color; uniform float intensity; uniform float band; uniform float atten; void main() { float bright = (v_vColour.r + v_vColour.b + v_vColour.g) / 3.; bright = clamp(bright, 0., 1.); if(atten == 0.) bright = bright * bright; else if(atten == 1.) bright = 1. - (bright - 1.) * (bright - 1.); else if(atten == 2.) bright = bright; bright *= intensity; if(band > 0.) bright = ceil(bright * band) / band; gl_FragColor = vec4(color, 1.) * bright; }