// Shader based on work by Fabien Sanglard // Released under the terms of CC-BY 3.0 uniform sampler2D BumpTex1; // Normal map 1 uniform sampler2D BumpTex2; // Normal map 2 uniform sampler2D DecalTex; //The texture uniform vec2 delta1; uniform vec2 delta2; 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 (BumpTex1, gl_TexCoord[0].st + delta1).rgb - 1.0; vec3 normal2 = 2.0 * texture2D (BumpTex2, gl_TexCoord[0].st + delta2).rgb - 1.0; // scale normals normal.y = 4.0*normal.y; normal2.y = 4.0*normal2.y; normal = (normalize(normal) + normalize(normal2))/2.0; // compute diffuse lighting float lamberFactor = max (dot (lightVec, normal), 0.0); vec4 diffuseMaterial; vec4 diffuseLight; diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st + vec2(delta1.x, 0.0)); diffuseLight = vec4(1.0, 1.0, 1.0, 1.0); //if (lamberFactor < 0.7) //{ // lamberFactor = 0.0; //} gl_FragColor = diffuseMaterial * (0.3 + lamberFactor*0.7); // specular (phong) vec3 R = normalize(reflect(lightVec, normal)); float specular = max(dot(R,eyeVec),0.0); if (specular > 0.0) { // weak specular specular = specular*specular; specular = specular*specular; float specular_weak = specular*0.05; gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0); // strong specular specular = specular*specular; float specular_strong = specular*0.3; gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0); } }