stk-code_catmod/data/shaders/normalmap.frag
auria 4b9d02cc25 Allow combining lightmaps and normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11428 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-07-22 21:30:47 +00:00

37 lines
959 B
GLSL

// 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);
}
}