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