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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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/// DIFFUSE 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 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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vec3 lightDir = normalize(vLightDir);
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vec3 halfVec = normalize(vHalfVec);
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float specular = clamp(dot(halfVec, vec3(0,0,1)), 0.0, 1.0);
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specular = pow(specular, 16.0) * vLightColor.w;
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outColor.xyz = specular + texture(tex0, vUv).xyz * vLightColor.xyz * dot(normalize(lightDir), vec3(0,0,1));
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outColor.xyz = outColor.xyz * attenuation;
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}
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