// 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 // /////////////////////////////////////////////////////// /// DIFFUSE LIGHTING FRAGMENT PROGRAM ///////////////// /////////////////////////////////////////////////////// in vec4 vLightColor; in vec2 vUv; in vec3 vLightDir; OUTPUT uniform sampler2D tex0; //diffuseMap uniform samplerCube tex2; //normalCubeMap uniform sampler1D tex3; //falloffMap void main() { float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x; vec3 lightDir = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz; outColor.xyz = attenuation * texture(tex0, vUv).xyz * vLightColor.xyz * dot(lightDir, vec3(0,0,1)); outColor.w = 0.0; }