2012-01-15 11:37:15 -05:00
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// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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2011-10-31 21:52:10 -04:00
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uniform sampler2D BumpTex; //The bump-map
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2012-01-15 11:37:15 -05:00
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uniform sampler2D DecalTex; //The texture
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// New bumpmapping
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varying vec3 lightVec;
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varying vec3 halfVec;
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varying vec3 eyeVec;
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void main()
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{
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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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vec3 normal = 2.0 * texture2D (BumpTex, gl_TexCoord[0].st).rgb - 1.0;
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normal = normalize (normal);
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// compute diffuse lighting
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float lamberFactor= max (dot (lightVec, normal), 0.0) ;
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vec4 diffuseMaterial;
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vec4 diffuseLight;
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// compute specular lighting
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vec4 specularMaterial ;
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vec4 specularLight ;
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float shininess ;
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// compute ambient
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2012-01-15 15:33:18 -05:00
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vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0);
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2012-01-15 11:37:15 -05:00
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if (lamberFactor > 0.0)
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{
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diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
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2012-01-15 15:33:18 -05:00
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diffuseLight = vec4(0.5, 0.5, 0.5, 1.0);
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2012-01-15 11:37:15 -05:00
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gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
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}
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gl_FragColor += ambientLight;
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}
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