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| 1 |  uniform sampler2D BumpTex; //The bump-map  | 
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| 2 |  uniform sampler2D DecalTex; //The texture | 
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| 3 |  varying vec4 passcolor; //Receiving the vertex color from the vertex shader | 
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| 4 |  varying vec3 LightDir; //Receiving the transformed light direction  | 
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| 5 |  void main()  | 
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| 6 |  { | 
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| 7 |    //Get the color of the bump-map | 
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| 8 |    vec3 BumpNorm = vec3(texture2D(BumpTex, gl_TexCoord[0].xy)); | 
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| 9 |    //Get the color of the texture | 
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| 10 |    vec3 DecalCol = vec3(texture2D(DecalTex, gl_TexCoord[0].xy)); | 
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| 11 |    //Expand the bump-map into a normalized unsigned vector float | 
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| 12 |    BumpNorm = (BumpNorm -0.5) * 2.0; | 
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| 13 |    //Find the dot product between the light direction and the normal | 
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| 14 |    NdotL = max(dot(BumpNorm, LightDir), 0.0); | 
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| 15 |    //Calculate the final color gl_FragColor | 
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| 16 |    vec3 diffuse = NdotL * passcolor.xyz * DecalCol; | 
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| 17 |    //Set the color of the fragment...  If you want specular lighting or other types add it here | 
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| 18 |    vec4(diffuse, passcolor.w); | 
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| 19 |  } | 
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