/// ============================================================================ /* Copyright (C) 2004 Robert Beckebans 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; }