File: hpl1_Diffuse_Light.fragment

package info (click to toggle)
scummvm 2.7.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 363,784 kB
  • sloc: cpp: 3,622,060; asm: 27,410; python: 10,528; sh: 10,241; xml: 6,752; java: 5,579; perl: 2,570; yacc: 1,635; javascript: 1,016; lex: 539; makefile: 398; ansic: 378; awk: 275; objc: 82; sed: 11; php: 1
file content (30 lines) | stat: -rw-r--r-- 792 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//

///////////////////////////////////////////////////////
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////

in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;

OUTPUT

uniform sampler2D tex0; //diffuseMap
uniform samplerCube tex2; //normalCubeMap
uniform sampler1D tex3; //falloffMap

void main()
{
	float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;

	vec3 lightDir = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz;

	outColor.xyz = attenuation * texture(tex0, vUv).xyz * vLightColor.xyz * dot(lightDir, vec3(0,0,1));
	outColor.w = 0.0;
}