37 lines
956 B
Plaintext
37 lines
956 B
Plaintext
// 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
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// LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// SPECULAR BUMPMAPPING 2D FRAGMENT PROGRAM //////////
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///////////////////////////////////////////////////////
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in vec4 vColor;
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in vec3 vUv; // in object space
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in vec3 vLightDir;
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in vec3 vHalfVec;
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in vec2 vScreenPos;
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OUTPUT
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uniform sampler2D tex0; //NormalMap
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uniform sampler2D tex1; //LightMap
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void main() {
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vec4 BumpVec = (vec4(1.0) - 2.0 * texture(tex0, uv));
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vec4 LightCol = texture(tex1, vScreenPos);
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BumpVec.xyz = normalize(BumpVec.xyz);
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float Diffuse = dot(normalize(vLightDir), BumpVec.xyz) * LightCol.x;
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float Specular = dot(normalize(vHalfVec), BumpVec.xyz);
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Specular = pow(Specular, 24.0) * BumpVec.w * vColor.w;
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outColor.xyz = Diffuse * vColor.xyz;
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outColor.w = Specular * LightCol.x;
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} |