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| [3556] | 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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