stk-code_catmod/data/shaders/normalmap.frag

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// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
uniform sampler2D BumpTex; //The bump-map
uniform sampler2D DecalTex; //The texture
uniform sampler2D LightMapTex;
int HasLightMap;
// New bumpmapping
varying vec3 lightVec;
varying vec3 halfVec;
varying vec3 eyeVec;
void main()
{
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
vec3 normal = 2.0 * texture2D (BumpTex, gl_TexCoord[0].st).rgb - 1.0;
normal = normalize (normal);
// compute diffuse lighting
float lamberFactor = max (dot (lightVec, normal), 0.0) ;
vec4 diffuseMaterial;
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
if (HasLightMap < 1)
{
// 0.5 is the ambient light
gl_FragColor = diffuseMaterial * (0.5 + lamberFactor*0.5);
}
else
{
gl_FragColor = diffuseMaterial * (0.5 + lamberFactor*0.5) * texture2D(LightMapTex, gl_TexCoord[0].st);
}
}