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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
//
///////////////////////////////////////////////////////
/// BUMP SPECULAR LIGHTING FRAGMENT PROGRAM ///////////
///////////////////////////////////////////////////////
in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;
in vec3 vHalfVec;
OUTPUT
uniform sampler2D tex0; //diffuseMap
uniform sampler2D tex1; //normalMap
uniform samplerCube tex2; //normalCubeMap
uniform sampler1D tex3; //falloffMap
void main()
{
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
vec4 bumpVec = texture(tex1, vUv);
bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);
vec3 normLightDir = normalize(vLightDir);
vec3 normHalfVec = normalize(vHalfVec);
float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0);
specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0);
outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * dot(normLightDir, bumpVec.xyz) +
specular;
outColor.xyz *= attenuation;
}
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