I made a plane in THREEjs using Mesh, PlaneGeometry and ShaderMaterial. It's a very simple/basic form. I applied a simple phormula to make the plain more steep. Now I'm trying to make the lower surface darker than the higher surface. Here is what I tried.
Vertex shader:
varying vec3 vColor;
varying vec3 test;
void main(void) {
float amp = 2.5;
float z = amp * sin(position.x*0.2) * cos(position.y*0.5); //this makes the surface steeper
test = vec3(1, 1, -z); //this goes to fragment shader
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.x, position.y, z, 1.0);
}
Fragment shader:
precision mediump float;
varying vec3 test;
void main(void) {
vec3 st = gl_FragCoord.xyz/test;
gl_FragColor = vec4(st.xyz, 1.0);
}
Result:
This result is not desirable, since the contrast between top and down is too aggressive and I'd like the lower surface less white. What do I have to change to accomplish this?