--- /dev/null
+/// ============================================================================
+/*
+Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
+Please see the file "CONTRIBUTORS" for a list of contributors
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU Lesser General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+*/
+/// ============================================================================
+
+uniform sampler2D u_diffusemap;
+uniform sampler2D u_bumpmap;
+uniform sampler2D u_specularmap;
+uniform sampler2D u_attenuationmap_xy;
+uniform sampler2D u_attenuationmap_z;
+uniform vec3 u_view_origin;
+uniform vec3 u_light_origin;
+uniform vec3 u_light_color;
+uniform float u_bump_scale;
+uniform float u_specular_exponent;
+
+varying vec3 var_vertex;
+varying vec4 var_tex_diffuse_bump;
+varying vec2 var_tex_specular;
+varying vec4 var_tex_atten_xy_z;
+varying mat3 var_mat_os2ts;
+
+void main()
+{
+ // compute view direction in tangent space
+ vec3 V = normalize(var_mat_os2ts * (u_view_origin - var_vertex));
+
+ // compute light direction in tangent space
+ vec3 L = normalize(var_mat_os2ts * (u_light_origin - var_vertex));
+
+ // compute half angle in tangent space
+ vec3 H = normalize(L + V);
+
+ // compute normal in tangent space from bumpmap
+ vec3 N = 2.0 * (texture2D(u_bumpmap, var_tex_diffuse_bump.pq).xyz - 0.5);
+ N.z *= u_bump_scale;
+ N = normalize(N);
+
+ // compute the diffuse term
+ vec4 diffuse = texture2D(u_diffusemap, var_tex_diffuse_bump.st);
+ diffuse.rgb *= u_light_color * clamp(dot(N, L), 0.0, 1.0);
+
+ // compute the specular term
+ vec3 specular = texture2D(u_specularmap, var_tex_specular).rgb * u_light_color * pow(clamp(dot(N, H), 0.0, 1.0), u_specular_exponent);
+
+ // compute attenuation
+ vec3 attenuation_xy = texture2DProj(u_attenuationmap_xy, vec3(var_tex_atten_xy_z.x, var_tex_atten_xy_z.y, var_tex_atten_xy_z.w)).rgb;
+ vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
+
+ // compute final color
+ gl_FragColor.rgba = diffuse;
+ gl_FragColor.rgb += specular;
+ gl_FragColor.rgb *= attenuation_xy;
+ gl_FragColor.rgb *= attenuation_z;
+}
+