varying vec2 vertexUV; varying vec3 vertexNormal; void main(){ vertexUV = uv; vertexNormal = normalize(normalMatrix * normal); gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1); }
uniform sampler2D globeTexture; varying vec2 vertexUV; varying vec3 vertexNormal; void main(){ float intensity = 1.05 - dot(vertexNormal, vec3(0,0,1)); vec3 atmosphere = vec3(0.3, 0.6, 1.0) * pow(intensity, 1.5); gl_FragColor = vec4(atmosphere + texture2D(globeTexture, vertexUV).xyz, 1.0); }
varying vec3 vertexNormal; void main(){ vertexNormal = normalize(normalMatrix * normal); gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 0.9); }
varying vec3 vertexNormal; void main(){ float intensity = pow(0.6 - dot(vertexNormal, vec3(0,0,1.0)), 2.0); gl_FragColor = vec4(0.3, 0.6, 1.0, 1.0) * intensity; }