stk-code_catmod/data/shaders/normalmap.frag
2011-11-01 01:52:10 +00:00

23 lines
1.1 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()
{
//Get the color of the bump-map
vec3 BumpNorm = vec3(texture2D(BumpTex, gl_TexCoord[0].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, LightDir), 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);
}