#version 140 // !!ARBfp1.0 in vec4 var_tc0; in vec4 var_tc1; in vec4 var_tc5; in vec3 var_viewDir; in vec3 var_normal; out vec4 draw_Color; uniform sampler2D u_texture0; uniform sampler2D u_texture1; uniform sampler2D u_texture2; uniform float u_pulse; void main() { vec3 viewDir = normalize(var_viewDir); vec3 normal = normalize(var_normal); float x = dot(normal, viewDir); draw_Color.rgb = u_pulse * vec3(1-x); draw_Color.a = 1; // draw_Color.rgb = abs(var_normal); //draw_Color.rgb = vec3(1,0,0); }