// 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; }