// 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 SPECULAR LIGHTING FRAGMENT PROGRAM //////// /////////////////////////////////////////////////////// in vec4 vLightColor; in vec2 vUv; in vec3 vLightDir; in vec3 vHalfVec; OUTPUT uniform sampler2D tex0; //diffuseMap uniform sampler1D tex3; //falloffMap void main() { float attenuation = texture1D(tex3, dot(vLightDir,vLightDir)).x; vec3 lightDir = normalize(vLightDir); vec3 halfVec = normalize(vHalfVec); float specular = clamp(dot(halfVec, vec3(0,0,1)), 0.0, 1.0); specular = pow(specular, 16.0) * vLightColor.w; outColor.xyz = specular + texture(tex0, vUv).xyz * vLightColor.xyz * dot(normalize(lightDir), vec3(0,0,1)); outColor.xyz = outColor.xyz * attenuation; }