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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 SPOTLIGHTING FRAGMENT PROGRAM /////////////
///////////////////////////////////////////////////////
in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;
in vec4 vSpotlightUv;
OUTPUT
uniform sampler2D tex0; //diffuseMap
uniform sampler2D tex1; //normalMap
uniform samplerCube tex2; //normalCubeMap
uniform sampler1D tex3; //falloffMap
uniform sampler2D tex4; //spotlightMap
uniform sampler1D tex5; //spotNegRejectMap
void main() {
vec3 diffuse = texture(tex0, vUv).xyz;
vec3 bumpVec = (2 * texture(tex1, vUv) - 1).xyz;
vec3 lightVec = (2.0 * textureCube(tex2, vLightDir) - 1.0).xyz;
float attenuation = texture1D(tex3, dot(vLightDir, vLightDir)).x;
vec3 spotColor =
texture(tex4, vSpotlightUv.xy / vSpotlightUv.w).xyz;
float rejectNeg = texture1D(tex5, vSpotlightUv.z + 0.5).x;
outColor.xyz = diffuse * dot(lightVec, bumpVec) * attenuation *
vLightColor.xyz * spotColor * rejectNeg;
}
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