stk-code_catmod/data/shaders/normalmap2uv.frag
auria 733bc63dff Add support for using a second UV layer for normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10486 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-12-22 23:05:13 +00:00

26 lines
1.3 KiB
GLSL

// By http://content.gpwiki.org/index.php/OpenGL:Tutorials:GLSL_Bump_Mapping
// Released under GNU FDL license, without invariant (so DFSG-compliant, see
// http://wiki.debian.org/DFSGLicenses#Exception)
uniform sampler2D BumpTex; //The bump-map
uniform sampler2D DecalTex; //The texture
varying vec4 passcolor; //Receiving the vertex color from the vertex shader
varying vec3 LightDir; //Receiving the transformed light direction
void main()
{
vec4 LightDirTransformed4 = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(LightDir[0], LightDir[1], LightDir[2], 0);
vec3 LightDirTransformed = vec3(LightDirTransformed4[0], LightDirTransformed4[1], LightDirTransformed4[2]);
//Get the color of the bump-map
vec3 BumpNorm = vec3(texture2D(BumpTex, gl_TexCoord[1].xy));
//Get the color of the texture
vec3 DecalCol = vec3(texture2D(DecalTex, gl_TexCoord[0].xy));
//Expand the bump-map into a normalized signed vector
BumpNorm = (BumpNorm -0.5) * 2.0;
//Find the dot product between the light direction and the normal
float NdotL = max(dot(BumpNorm, LightDirTransformed), 0.0) / 3.0 * 2.1 + 0.5;
//Calculate the final color gl_FragColor
vec3 diffuse = NdotL * passcolor.xyz * DecalCol;
//Set the color of the fragment... If you want specular lighting or other types add it here
gl_FragColor = vec4(diffuse, passcolor.w);
}