25 lines
407 B
GLSL
25 lines
407 B
GLSL
#ifdef TOON
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uniform sampler2D gradientMap;
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vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
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// dotNL will be from -1.0 to 1.0
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float dotNL = dot( normal, lightDirection );
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vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
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#ifdef USE_GRADIENTMAP
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return texture2D( gradientMap, coord ).rgb;
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#else
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return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );
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#endif
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}
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#endif
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