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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
//
///////////////////////////////////////////////////////
/// DIFFUSE SPECULAR LIGHTING FRAGMENT PROGRAM ////////
///////////////////////////////////////////////////////
in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;
in vec3 vHalfVec;
OUTPUT
uniform sampler2D tex0; //diffuseMap
uniform sampler1D tex3; //falloffMap
void main()
{
float attenuation = texture1D(tex3, dot(vLightDir,vLightDir)).x;
vec3 lightDir = normalize(vLightDir);
vec3 halfVec = normalize(vHalfVec);
float specular = clamp(dot(halfVec, vec3(0,0,1)), 0.0, 1.0);
specular = pow(specular, 16.0) * vLightColor.w;
outColor.xyz = specular + texture(tex0, vUv).xyz * vLightColor.xyz * dot(normalize(lightDir), vec3(0,0,1));
outColor.xyz = outColor.xyz * attenuation;
}
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