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// Copyright 2006-2010 (C) - Frictional Games
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//
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// This file is part of HPL1 Engine
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//
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// For conditions of distribution and use, see copyright notice in LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// BUMP SPECULAR LIGHTING FRAGMENT PROGRAM ///////////
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///////////////////////////////////////////////////////
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in vec4 vLightColor;
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in vec2 vUv;
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in vec3 vLightDir;
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in vec3 vHalfVec;
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OUTPUT
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uniform sampler2D tex0; //diffuseMap
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uniform sampler2D tex1; //normalMap
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uniform samplerCube tex2; //normalCubeMap
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uniform sampler1D tex3; //falloffMap
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void main()
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{
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float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
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vec4 bumpVec = texture(tex1, vUv);
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bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);
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vec3 normLightDir = normalize(vLightDir);
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vec3 normHalfVec = normalize(vHalfVec);
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float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0);
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specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0);
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outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * dot(normLightDir, bumpVec.xyz) +
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specular;
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outColor.xyz *= attenuation;
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}
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