33 lines
877 B
Plaintext
33 lines
877 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 LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in vec4 vLightColor;
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in vec2 vUv;
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in vec3 vLightDir;
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OUTPUT
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uniform sampler2D tex0; //diffuseMap
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uniform sampler2D tex1; //normalMap
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uniform samplerCube tex2; //normalCubeMap
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uniform sampler1D tex3; //falloffMap
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void main()
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{
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float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
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vec4 bumpVec = (2.0*texture(tex1, vUv)-vec4(1.0));
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vec4 lightVec = (2.0*textureCube(tex2,vLightDir)-vec4(1.0));
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outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * attenuation * dot(lightVec.xyz,bumpVec.xyz);
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outColor.w = 0;
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}
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