// 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 // /////////////////////////////////////////////////////// /// BUMP SPECULAR LIGHTING FRAGMENT PROGRAM /////////// /////////////////////////////////////////////////////// in vec4 vLightColor; in vec2 vUv; in vec3 vLightDir; in vec3 vHalfVec; OUTPUT uniform sampler2D tex0; //diffuseMap uniform sampler2D tex1; //normalMap uniform samplerCube tex2; //normalCubeMap uniform sampler1D tex3; //falloffMap void main() { float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x; vec4 bumpVec = texture(tex1, vUv); bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0); vec3 normLightDir = normalize(vLightDir); vec3 normHalfVec = normalize(vHalfVec); float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0); specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0); outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * dot(normLightDir, bumpVec.xyz) + specular; outColor.xyz *= attenuation; }