Add support for vertex colors in splattig shader

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10455 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2011-12-20 16:58:12 +00:00
parent 5c52a4e855
commit fd49ecb3d6
2 changed files with 4 additions and 2 deletions

View File

@ -8,6 +8,7 @@ uniform sampler2D tex_detail3;
uniform sampler2D tex_detail4;
varying vec3 normal;
varying vec3 lightdir2;
varying vec4 vertex_color;
void main()
{
@ -23,5 +24,5 @@ void main()
splatting.b * detail2 +
(1.0 - splatting.r - splatting.g - splatting.b) * detail3 +
(1.0 - splatting.a) * detail4)
* min(1.0, 0.2 + dot(lightdir2, normal)); // 0.2 is the ambient light.
* min(1.0, 0.2 + dot(lightdir2, normal)) * vertex_color; // 0.2 is the ambient light.
}

View File

@ -1,5 +1,5 @@
varying vec3 normal;
varying vec4 vertex_color;
varying vec3 lightdir2;
uniform vec3 lightdir;
@ -8,6 +8,7 @@ void main()
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_Position = ftransform();
vertex_color = gl_Color;
//normal = normalize(gl_NormalMatrix * gl_Normal);
normal = normalize(gl_Normal);