1 | float3 expand(float3 v) |
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2 | { |
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3 | return v;//(v - 0.5) * 2; |
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4 | } |
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5 | |
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6 | |
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7 | void Blinn_vp ( |
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8 | float2 uv : TEXCOORD0, |
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9 | float4 position : POSITION, |
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10 | float3 normal : NORMAL, |
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11 | float4 vertCol : COLOR, |
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12 | |
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13 | //vert shader input |
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14 | uniform float4 lightPosition, |
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15 | uniform float3 eyePosition, |
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16 | |
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17 | //both in object space |
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18 | uniform float4x4 worldviewproj, |
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19 | out float4 oClipPos : POSITION, |
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20 | |
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21 | //pass to clipping |
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22 | out float4 oPos : TEXCOORD0, |
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23 | out float3 oNorm : TEXCOORD1, |
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24 | out float4 oLightPos: TEXCOORD2, |
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25 | out float3 oEyePos : TEXCOORD3, |
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26 | |
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27 | //support for texture with the per pixel lighting |
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28 | out float2 oUv : TEXCOORD4, |
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29 | |
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30 | // Vertex coloring |
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31 | out float4 oVertCol : COLOR |
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32 | ) |
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33 | { |
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34 | oClipPos = mul(worldviewproj, position); |
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35 | |
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36 | oPos = position; |
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37 | oNorm = normal; |
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38 | oLightPos = lightPosition; |
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39 | oEyePos = eyePosition; |
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40 | |
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41 | //support for texture with the per pixel lighting |
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42 | oUv = uv; |
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43 | oVertCol = vertCol; |
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44 | |
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45 | //Remarks: |
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46 | //since we want exact calculations in every case, |
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47 | //calculate light and eye directions in frag shader, |
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48 | //don't let the rasterizer interpolate them from here |
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49 | |
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50 | //more costy than doing directions here, per-vertex, but |
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51 | //produces accurate lighting in VERY low tessellation cases, |
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52 | //light close to surface (for.ex. closer than poly size) |
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53 | } |
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54 | |
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55 | |
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56 | void Blinn_4UV_vp ( |
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57 | float2 uv : TEXCOORD0, |
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58 | float2 uv1 : TEXCOORD1, |
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59 | float2 uv2 : TEXCOORD2, |
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60 | float2 uv3 : TEXCOORD3, |
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61 | float4 position : POSITION, |
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62 | float3 normal : NORMAL, |
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63 | float4 vertCol : COLOR, |
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64 | |
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65 | //vert shader input |
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66 | uniform float4 lightPosition, |
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67 | uniform float3 eyePosition, |
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68 | |
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69 | //both in object space |
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70 | uniform float4x4 worldviewproj, |
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71 | out float4 oClipPos : POSITION, |
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72 | |
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73 | //pass to clipping |
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74 | out float4 oPos : TEXCOORD0, |
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75 | out float3 oNorm : TEXCOORD1, |
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76 | out float4 oLightPos: TEXCOORD2, |
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77 | out float3 oEyePos : TEXCOORD3, |
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78 | |
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79 | //support for texture with the per pixel lighting |
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80 | out float2 oUv : TEXCOORD4, |
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81 | out float2 oUv1 : TEXCOORD5, |
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82 | out float2 oUv2 : TEXCOORD6, |
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83 | out float2 oUv3 : TEXCOORD7, |
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84 | out float4 oVertCol : COLOR |
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85 | ) |
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86 | { |
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87 | oClipPos = mul(worldviewproj, position); |
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88 | |
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89 | oPos = position; |
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90 | oNorm = normal; |
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91 | oLightPos = lightPosition; |
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92 | oEyePos = eyePosition; |
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93 | |
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94 | //support for texture with the per pixel lighting |
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95 | oUv = uv; |
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96 | oUv1 = uv1; |
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97 | oUv2 = uv2; |
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98 | oUv3 = uv3; |
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99 | |
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100 | oVertCol = vertCol; |
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101 | |
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102 | //Remarks: |
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103 | //since we want exact calculations in every case, |
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104 | //calculate light and eye directions in frag shader, |
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105 | //don't let the rasterizer interpolate them from here |
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106 | |
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107 | //more costy than doing directions here, per-vertex, but |
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108 | //produces accurate lighting in VERY low tessellation cases, |
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109 | //light close to surface (for.ex. closer than poly size) |
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110 | } |
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111 | |
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112 | void Blinn_pure_fp ( |
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113 | float4 pos : TEXCOORD0, |
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114 | float3 normal : TEXCOORD1, |
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115 | float4 lightpos : TEXCOORD2, |
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116 | float3 eyepos : TEXCOORD3, |
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117 | float4 vertCol : COLOR, |
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118 | |
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119 | |
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120 | uniform float4 lightDiffuse, |
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121 | uniform float4 lightSpecular, |
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122 | uniform float4 sceneAmbient, |
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123 | uniform float4 ambientColor, |
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124 | uniform float4 diffuseColor, |
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125 | uniform float4 specularColor, |
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126 | uniform float specularLevel, |
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127 | uniform float glossLevel, |
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128 | uniform float opacity, |
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129 | |
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130 | out float4 oColor : COLOR |
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131 | ) |
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132 | { |
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133 | float4 shadeColor = float4(0,0,0,1); |
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134 | float3 N = normalize(normal); |
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135 | |
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136 | //Remarks: |
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137 | |
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138 | //we could do this normalize() in vert shader, or skip it |
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139 | float3 EyeDir = normalize(eyepos - pos.xyz); |
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140 | |
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141 | // When doing Blinn-Phong shading we only use the half angle |
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142 | float3 LightDir = normalize(lightpos.xyz - (pos * lightpos.w).xyz); |
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143 | float3 HalfAngle = normalize(LightDir + EyeDir); |
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144 | float NdotL = dot(LightDir, N); |
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145 | float NdotH = dot(HalfAngle, N); |
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146 | |
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147 | // Max Style Specularity |
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148 | float exponent = clamp(NdotH,0,1); |
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149 | exponent = pow(exponent, glossLevel) * specularLevel *1.5; |
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150 | |
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151 | // calculate lighting components |
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152 | float4 ambient = sceneAmbient * ambientColor; |
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153 | float4 diffuse = lightDiffuse * diffuseColor * clamp(dot(N,LightDir),0,1); |
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154 | float4 specular= lightSpecular * specularColor * exponent; |
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155 | |
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156 | //Do the Blinn per pixel lighting |
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157 | shadeColor = ambient; |
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158 | shadeColor += diffuse; |
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159 | shadeColor += specular; |
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160 | shadeColor.a = opacity; |
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161 | |
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162 | oColor = vertCol * shadeColor; |
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163 | } |
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164 | |
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165 | ///////////////////////////////////////////// |
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166 | void Vertex_Color_vp ( |
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167 | float4 position: POSITION, |
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168 | float4 vertCol : COLOR, |
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169 | //both in object space |
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170 | uniform float4x4 worldviewproj, |
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171 | out float4 oClipPos : POSITION, |
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172 | out float4 oVertCol: COLOR |
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173 | ) |
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174 | { |
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175 | oClipPos = mul(worldviewproj, position); |
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176 | oVertCol = vertCol; |
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177 | } |
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178 | |
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179 | void Vertex_Color_fp ( |
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180 | float4 vertCol : COLOR, |
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181 | out float4 oColor : COLOR |
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182 | ) |
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183 | { |
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184 | oColor = vertCol; |
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185 | } |
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186 | |
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187 | |
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188 | void Blinn_DiffuseMap_fp ( |
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189 | float4 pos : TEXCOORD0, |
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190 | float3 normal : TEXCOORD1, |
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191 | float4 lightpos : TEXCOORD2, |
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192 | float3 eyepos : TEXCOORD3, |
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193 | float4 vertCol : COLOR, |
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194 | |
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195 | //Support for texture with the per pixel lighting |
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196 | float2 uv : TEXCOORD4, |
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197 | |
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198 | uniform float4 lightDiffuse, |
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199 | uniform float4 lightSpecular, |
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200 | uniform float4 sceneAmbient, |
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201 | uniform float4 ambientColor, |
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202 | uniform float4 diffuseColor, |
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203 | uniform float4 specularColor, |
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204 | uniform float specularLevel, |
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205 | uniform float glossLevel, |
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206 | uniform float opacity, |
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207 | uniform float amount, |
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208 | |
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209 | uniform sampler2D diffuseMap, |
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210 | |
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211 | out float4 oColor : COLOR |
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212 | ) |
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213 | { |
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214 | float4 shadeColor = float4(0,0,0,1); |
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215 | float3 N = normalize(normal); |
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216 | |
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217 | //Remarks: |
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218 | |
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219 | //we could do this normalize() in vert shader, or skip it |
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220 | float3 EyeDir = normalize(eyepos - pos.xyz); |
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221 | |
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222 | // When doing Blinn-Phong shading we only use the half angle |
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223 | float3 LightDir = normalize(lightpos.xyz - (pos * lightpos.w).xyz); |
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224 | float3 HalfAngle = normalize(LightDir + EyeDir); |
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225 | float NdotL = dot(LightDir, N); |
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226 | float NdotH = dot(HalfAngle, N); |
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227 | |
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228 | // Max Style Specularity |
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229 | float exponent = clamp(NdotH,0,1); |
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230 | exponent = pow(exponent, glossLevel) * specularLevel *1.5; |
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231 | |
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232 | //support for texture with the per pixel lighting |
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233 | float3 textColour = expand(tex2D(diffuseMap, uv).xyz); |
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234 | |
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235 | // calculate lighting components |
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236 | float4 ambient = sceneAmbient * ambientColor; |
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237 | float4 diffuse = lightDiffuse * diffuseColor * clamp(dot(N,LightDir),0,1); |
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238 | float4 specular= lightSpecular * specularColor * exponent; |
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239 | float4 texture = float4(textColour.xyz, 1) * clamp(dot(N,LightDir),0,1); |
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240 | |
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241 | //Do the Blinn per pixel lighting |
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242 | shadeColor = ambient; |
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243 | shadeColor += diffuse; |
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244 | // Blend texture onto surface |
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245 | shadeColor = shadeColor *(1-amount) + (amount * texture); |
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246 | shadeColor += specular; |
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247 | |
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248 | shadeColor.a = opacity; |
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249 | |
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250 | oColor = vertCol * shadeColor; |
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251 | } |
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252 | |
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253 | void Blinn_SpecularColor_fp ( |
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254 | float4 pos : TEXCOORD0, |
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255 | float3 normal : TEXCOORD1, |
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256 | float4 lightpos : TEXCOORD2, |
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257 | float3 eyepos : TEXCOORD3, |
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258 | float4 vertCol : COLOR, |
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259 | |
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260 | //Support for texture with the per pixel lighting |
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261 | float2 uv : TEXCOORD4, |
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262 | |
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263 | uniform float4 lightDiffuse, |
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264 | uniform float4 lightSpecular, |
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265 | uniform float4 sceneAmbient, |
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266 | uniform float4 ambientColor, |
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267 | uniform float4 diffuseColor, |
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268 | uniform float4 specularColor, |
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269 | uniform float specularLevel, |
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270 | uniform float glossLevel, |
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271 | uniform float opacity, |
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272 | uniform float amount, |
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273 | |
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274 | uniform sampler2D specularMap, |
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275 | |
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276 | out float4 oColor : COLOR |
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277 | ) |
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278 | { |
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279 | float4 shadeColor = float4(0,0,0,1); |
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280 | float3 N = normalize(normal); |
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281 | amount = clamp(amount,0.0,1.0); |
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282 | |
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283 | //Remarks: |
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284 | |
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285 | //we could do this normalize() in vert shader, or skip it |
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286 | float3 EyeDir = normalize(eyepos - pos.xyz); |
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287 | |
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288 | // When doing Blinn-Phong shading we only use the half angle |
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289 | float3 LightDir = normalize(lightpos.xyz - (pos * lightpos.w).xyz); |
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290 | float3 HalfAngle = normalize(LightDir + EyeDir); |
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291 | float NdotL = dot(LightDir, N); |
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292 | float NdotH = dot(HalfAngle, N); |
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293 | |
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294 | // Max Style Specularity |
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295 | float exponent = clamp(NdotH,0,1); |
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296 | exponent = pow(exponent, glossLevel) * specularLevel *1.5; |
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297 | |
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298 | //support for texture with the per pixel lighting |
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299 | float3 specColour = expand(tex2D(specularMap, uv).xyz); |
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300 | |
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301 | // calculate lighting components |
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302 | float4 ambient = sceneAmbient * ambientColor; |
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303 | float4 diffuse = lightDiffuse * diffuseColor * clamp(dot(N,LightDir),0,1); |
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304 | float4 specular= lightSpecular * specularColor * exponent; |
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305 | |
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306 | //Do the Blinn per pixel lighting |
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307 | shadeColor = ambient; |
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308 | shadeColor += diffuse; |
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309 | // Blend amounts |
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310 | shadeColor += specular * (1-amount) + amount * clamp( float4(specColour.xyz,1)* exponent, 0.0, 1.0); |
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311 | shadeColor.a = opacity; |
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312 | |
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313 | oColor = vertCol * shadeColor; |
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314 | } |
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315 | |
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316 | |
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317 | void Blinn_SpecularLevel_fp ( |
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318 | float4 pos : TEXCOORD0, |
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319 | float3 normal : TEXCOORD1, |
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320 | float4 lightpos : TEXCOORD2, |
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321 | float3 eyepos : TEXCOORD3, |
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322 | float4 vertCol : COLOR, |
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323 | |
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324 | //Support for texture with the per pixel lighting |
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325 | float2 uv : TEXCOORD4, |
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326 | |
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327 | uniform float4 lightDiffuse, |
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328 | uniform float4 lightSpecular, |
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329 | uniform float4 sceneAmbient, |
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330 | uniform float4 ambientColor, |
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331 | uniform float4 diffuseColor, |
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332 | uniform float4 specularColor, |
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333 | uniform float specularLevel, |
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334 | uniform float glossLevel, |
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335 | uniform float opacity, |
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336 | uniform float amount, |
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337 | |
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338 | uniform sampler2D specularMap, |
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339 | |
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340 | out float4 oColor : COLOR |
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341 | ) |
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342 | { |
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343 | float4 shadeColor = float4(0,0,0,1); |
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344 | float3 N = normalize(normal); |
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345 | amount = clamp(amount,0.0,1.0); |
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346 | |
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347 | //Remarks: |
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348 | |
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349 | //we could do this normalize() in vert shader, or skip it |
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350 | float3 EyeDir = normalize(eyepos - pos.xyz); |
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351 | |
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352 | // When doing Blinn-Phong shading we only use the half angle |
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353 | float3 LightDir = normalize(lightpos.xyz - (pos * lightpos.w).xyz); |
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354 | float3 HalfAngle = normalize(LightDir + EyeDir); |
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355 | float NdotL = dot(LightDir, N); |
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356 | float NdotH = dot(HalfAngle, N); |
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357 | |
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358 | // Max Style Specularity |
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359 | float exponent = clamp(NdotH,0,1); |
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360 | exponent = pow(exponent, glossLevel) * specularLevel *1.5; |
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361 | |
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362 | //support for texture with the per pixel lighting |
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363 | float3 specIntensity = expand(tex2D(specularMap, uv).xyz); |
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364 | |
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365 | // convert into grey scale for intensity ---THIS WE MIGHT IGNORE--- |
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366 | |
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367 | specIntensity = (specIntensity.x+specIntensity.y+specIntensity.z)/3; |
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368 | |
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369 | // calculate lighting components |
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370 | float4 ambient = sceneAmbient * ambientColor; |
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371 | float4 diffuse = lightDiffuse * diffuseColor * clamp(dot(N,LightDir),0,1); |
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372 | float4 specular= lightSpecular * specularColor * exponent; |
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373 | |
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374 | //Do the Blinn per pixel lighting |
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375 | shadeColor = ambient; |
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376 | shadeColor += diffuse; |
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377 | // Blend amounts |
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378 | shadeColor += specular * (1-amount) + amount * clamp( float4(specIntensity.xyz,1)* exponent, 0.0, 1.0); |
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379 | shadeColor.a = opacity; |
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380 | |
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381 | oColor = vertCol * shadeColor; |
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382 | } |
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383 | |
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384 | |
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385 | void Blinn_SelfIllumination_fp ( |
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386 | float4 pos : TEXCOORD0, |
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387 | float3 normal : TEXCOORD1, |
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388 | float4 lightpos : TEXCOORD2, |
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389 | float3 eyepos : TEXCOORD3, |
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390 | float4 vertCol : COLOR, |
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391 | |
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392 | //Support for texture with the per pixel lighting |
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393 | float2 uv : TEXCOORD4, |
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394 | float2 uv1 : TEXCOORD5, |
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395 | float2 uv2 : TEXCOORD6, |
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396 | float2 uv3 : TEXCOORD7, |
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397 | |
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398 | uniform float4 lightDiffuse, |
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399 | uniform float4 lightSpecular, |
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400 | uniform float4 sceneAmbient, |
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401 | uniform float4 ambientColor, |
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402 | uniform float4 diffuseColor, |
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403 | uniform float4 specularColor, |
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404 | uniform float specularLevel, |
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405 | uniform float glossLevel, |
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406 | uniform float opacity, |
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407 | uniform float amount, |
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408 | uniform float uvIndex, |
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409 | |
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410 | uniform sampler2D illumMap, |
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411 | |
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412 | out float4 oColor : COLOR |
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413 | ) |
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414 | { |
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415 | float4 shadeColor = float4(0,0,0,1); |
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416 | float3 N = normalize(normal); |
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417 | //amount = clamp(amount,0.0,1.0); |
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418 | |
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419 | //Remarks: |
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420 | |
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421 | //we could do this normalize() in vert shader, or skip it |
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422 | float3 EyeDir = normalize(eyepos - pos.xyz); |
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423 | |
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424 | // When doing Blinn-Phong shading we only use the half angle |
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425 | float3 LightDir = normalize(lightpos.xyz - (pos * lightpos.w).xyz); |
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426 | float3 HalfAngle = normalize(LightDir + EyeDir); |
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427 | float NdotL = dot(LightDir, N); |
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428 | float NdotH = dot(HalfAngle, N); |
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429 | |
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430 | // Max Style Specularity |
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431 | float exponent = clamp(NdotH,0,1); |
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432 | exponent = pow(exponent, glossLevel) * specularLevel *1.5; |
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433 | |
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434 | //support for texture with the per pixel lighting |
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435 | float3 illumFactor = expand(tex2D(illumMap, uv).xyz); |
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436 | if(uvIndex == 1.0) |
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437 | illumFactor = expand(tex2D(illumMap, uv1).xyz); |
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438 | if(uvIndex == 2.0) |
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439 | illumFactor = expand(tex2D(illumMap, uv2).xyz); |
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440 | if(uvIndex == 3.0) |
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441 | illumFactor = expand(tex2D(illumMap, uv3).xyz); |
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442 | |
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443 | illumFactor *= amount; |
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444 | |
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445 | // calculate lighting components |
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446 | float4 ambient = sceneAmbient * ambientColor; |
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447 | float4 diffuse = diffuseColor * float4(illumFactor.xyz,1); |
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448 | float4 specular= lightSpecular * specularColor * exponent; |
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449 | |
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450 | //Do the Blinn per pixel lighting |
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451 | shadeColor = ambient; |
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452 | shadeColor += diffuse; |
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453 | // Blend amounts |
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454 | shadeColor += specular; |
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455 | shadeColor.a = opacity; |
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456 | |
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457 | oColor = vertCol * shadeColor; |
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458 | } |
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459 | |
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460 | void Blinn_DiffuseAndOpacityMap_fp ( |
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461 | float4 pos : TEXCOORD0, |
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462 | float3 normal : TEXCOORD1, |
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463 | float4 lightpos : TEXCOORD2, |
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464 | float3 eyepos : TEXCOORD3, |
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465 | float4 vertCol : COLOR, |
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466 | |
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467 | //Support for texture with the per pixel lighting |
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468 | float2 uv : TEXCOORD4, |
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469 | |
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470 | uniform float4 lightDiffuse, |
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471 | uniform float4 lightSpecular, |
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472 | uniform float4 sceneAmbient, |
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473 | uniform float4 ambientColor, |
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474 | uniform float4 diffuseColor, |
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475 | uniform float4 specularColor, |
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476 | uniform float specularLevel, |
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477 | uniform float glossLevel, |
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478 | uniform float opacity, |
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479 | uniform float amount, |
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480 | |
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481 | uniform sampler2D diffuseMap, |
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482 | uniform sampler2D opacityMap, |
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483 | |
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484 | out float4 oColor : COLOR |
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485 | ) |
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486 | { |
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487 | float4 shadeColor = float4(0,0,0,1); |
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488 | float3 N = normalize(normal); |
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489 | |
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490 | //Remarks: |
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491 | |
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492 | //we could do this normalize() in vert shader, or skip it |
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493 | float3 EyeDir = normalize(eyepos - pos.xyz); |
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494 | |
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495 | // When doing Blinn-Phong shading we only use the half angle |
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496 | float3 LightDir = normalize(lightpos.xyz - (pos * lightpos.w).xyz); |
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497 | float3 HalfAngle = normalize(LightDir + EyeDir); |
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498 | float NdotL = dot(LightDir, N); |
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499 | float NdotH = dot(HalfAngle, N); |
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500 | |
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501 | // Max Style Specularity |
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502 | float exponent = clamp(NdotH,0,1); |
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503 | exponent = pow(exponent, glossLevel) * specularLevel *1.5; |
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504 | |
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505 | //support for texture with the per pixel lighting |
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506 | float3 textColour = expand(tex2D(diffuseMap, uv).xyz); |
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507 | float4 opacityColour = tex2D(opacityMap, uv); |
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508 | |
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509 | // calculate lighting components |
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510 | float4 ambient = sceneAmbient * ambientColor; |
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511 | float4 diffuse = lightDiffuse * diffuseColor * clamp(dot(N,LightDir),0,1); |
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512 | float4 specular= lightSpecular * specularColor * exponent; |
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513 | float4 texture = float4(textColour.xyz, 1) * clamp(dot(N,LightDir),0,1); |
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514 | |
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515 | //Do the Blinn per pixel lighting |
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516 | shadeColor = ambient; |
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517 | shadeColor += diffuse; |
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518 | // Blend texture onto surface |
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519 | shadeColor = shadeColor *(1-amount) + (amount * texture); |
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520 | shadeColor += specular; |
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521 | |
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522 | shadeColor.a = opacityColour.a * opacity; |
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523 | |
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524 | oColor = vertCol * shadeColor; |
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525 | } |
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526 | |
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