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// 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
//
///////////////////////////////////////////////////////
/// SPECULAR BUMPMAPPING 2D FRAGMENT PROGRAM //////////
///////////////////////////////////////////////////////
in vec4 vColor;
in vec3 vUv; // in object space
in vec3 vLightDir;
in vec3 vHalfVec;
in vec2 vScreenPos;
OUTPUT
uniform sampler2D tex0; //NormalMap
uniform sampler2D tex1; //LightMap
void main() {
vec4 BumpVec = (vec4(1.0) - 2.0 * texture(tex0, uv));
vec4 LightCol = texture(tex1, vScreenPos);
BumpVec.xyz = normalize(BumpVec.xyz);
float Diffuse = dot(normalize(vLightDir), BumpVec.xyz) * LightCol.x;
float Specular = dot(normalize(vHalfVec), BumpVec.xyz);
Specular = pow(Specular, 24.0) * BumpVec.w * vColor.w;
outColor.xyz = Diffuse * vColor.xyz;
outColor.w = Specular * LightCol.x;
}
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