//#version 100 uniform float contrast; uniform bool altChecked; uniform vec3 criticalHeights; varying vec4 varAmbientLight; varying vec4 varDiffuseLight; vec4 orangeAmbientLight = vec4(1.0, 0.72, 0.0, contrast); vec4 ambientLight = vec4(0.4, 0.4, 0.4, contrast); vec4 redAmbientLight = vec4(1.0, 0.0, 0.0, contrast); vec4 diffuseLight = vec4(0.6, 0.6, 0.6, contrast); vec4 orangeDiffuseLight = vec4(1.0, 0.28, 0.0, contrast); vec4 redDiffuseLight = vec4(1.0, 0.0, 0.0, contrast); uniform vec3 lightVector; attribute vec3 normal; attribute vec4 vertex; uniform mat4 matrix; uniform mat4 proj; attribute vec2 texCoord; varying vec2 texc; varying float NdotL; //16 vec4 frag_pos; void main() { varAmbientLight = ambientLight; varDiffuseLight = diffuseLight; if(altChecked) //!!!!ALWAYS TRUE!!!! { if(criticalHeights[2] < (vertex.z + criticalHeights[1] ))//500 { varAmbientLight = redAmbientLight; varDiffuseLight = redDiffuseLight; }//25 else { if(criticalHeights[2] < (vertex.z + criticalHeights[0]))//1000 {varAmbientLight = orangeAmbientLight; varDiffuseLight = orangeDiffuseLight;}; }; }; NdotL = max(dot(normal,lightVector), 0.0); frag_pos = matrix * vertex; gl_Position = proj*frag_pos; texc = texCoord; }