// SuperTuxKart - a fun racing game with go-kart // Copyright (C) 2013 the SuperTuxKart team // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 3 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. uniform sampler2D tex_layout; uniform sampler2D tex_detail0; uniform sampler2D tex_detail1; uniform sampler2D tex_detail2; uniform sampler2D tex_detail3; uniform sampler2D tex_detail4; varying vec3 normal; varying vec3 lightdir2; varying vec4 vertex_color; void main() { vec4 splatting = texture2D(tex_layout, gl_TexCoord[1].st); vec4 detail0 = texture2D(tex_detail0, gl_TexCoord[0].st); vec4 detail1 = texture2D(tex_detail1, gl_TexCoord[0].st); vec4 detail2 = texture2D(tex_detail2, gl_TexCoord[0].st); vec4 detail3 = texture2D(tex_detail3, gl_TexCoord[0].st); vec4 detail4 = texture2D(tex_detail4, gl_TexCoord[0].st); gl_FragColor = (splatting.r * detail0 + splatting.g * detail1 + 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)) * vertex_color; // 0.2 is the ambient light. }