precision mediump float; uniform mediump float uEffectStrength; uniform mediump vec3 uLightPosition; uniform mediump vec2 uLightXYOffset; uniform mediump vec2 uLightSpinOffset; uniform mediump float uLightIntensity; uniform lowp vec4 uColor; uniform sampler2D sTexture; varying mediump vec4 vVertex; varying mediump vec3 vNormal; varying mediump vec2 vTexCoord; varying mediump vec2 vTextureOffset; vec3 rgb2hsl(vec3 rgb) { float epsilon = 1.0e-10; vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 P = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g)); vec4 Q = mix(vec4(P.xyw, rgb.r), vec4(rgb.r, P.yzx), step(P.x, rgb.r)); // RGB -> HCV float value = Q.x; float chroma = Q.x - min(Q.w, Q.y); float hue = abs(Q.z + (Q.w-Q.y) / (6.0*chroma+epsilon)); // HCV -> HSL float lightness = value - chroma*0.5; return vec3( hue, chroma/max( 1.0-abs(lightness*2.0-1.0), 1.0e-1 ), lightness ); } vec3 hsl2rgb( vec3 hsl ) { // pure hue->RGB vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(hsl.xxx + K.xyz) * 6.0 - K.www); vec3 RGB = clamp(p - K.xxx, 0.0, 1.0); float chroma = ( 1.0 - abs( hsl.z*2.0-1.0 ) ) * hsl.y; return ( RGB - 0.5 ) * chroma + hsl.z; } void main() { vec3 normal = normalize( vNormal); vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0); mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 ); mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0); spotEffect = spotEffect * uEffectStrength; mediump float lightDiffuse = ( ( dot( vecToLight, normal )-0.75 ) *uLightIntensity ) * spotEffect; lowp vec4 color = texture2D( sTexture, vTexCoord + vTextureOffset * spotEffect ); vec3 lightedColor = hsl2rgb( rgb2hsl(color.rgb) + vec3(0.0,0.0,lightDiffuse) ); gl_FragColor = vec4( lightedColor, color.a ) * uColor; }