Initial commit
This commit is contained in:
28
engines/hpl1/engine/impl/shaders/hpl1_Bump2D_Light.fragment
Normal file
28
engines/hpl1/engine/impl/shaders/hpl1_Bump2D_Light.fragment
Normal file
@@ -0,0 +1,28 @@
|
||||
// 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 vec2 vScreenPos;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //NormalMap
|
||||
uniform sampler2D tex1; //LightMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 BumpVec = (1 - 2*texture(tex0, vUv));
|
||||
vec4 LightCol = texture(tex1,vScreenPos);
|
||||
float Diffuse = dot(vLightDir,BumpVec.xyz)*LightCol.x;
|
||||
outColor.xyz = Diffuse*vColor.xyz;
|
||||
}
|
||||
Reference in New Issue
Block a user