stk-code_catmod/data/shaders/normalmap.frag
auria df0232456d Add new fixed normal map shader, thanks to Fabien Sanglard\! (Only for single-UV-mapping atm, i.e. applies to minigolf balls but not overworld columns)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10669 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-15 16:37:15 +00:00

43 lines
999 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
// 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;
vec4 diffuseLight;
// compute specular lighting
vec4 specularMaterial ;
vec4 specularLight ;
float shininess ;
// compute ambient
vec4 ambientLight = vec4(0.3, 0.3, 0.3, 0.0);
if (lamberFactor > 0.0)
{
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
diffuseLight = vec4(0.7, 0.7, 0.7, 0.0);
gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
}
gl_FragColor += ambientLight;
}