first blood
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23c5e8c4bf
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@@ -0,0 +1,35 @@
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precision lowp float;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform float Transparency;
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varying vec2 texCoord;
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varying vec2 posCoord;
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void main()
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{
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vec3 lightPos = vec3(400.0, 200.0, 200.0);
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vec3 lVec = normalize(lightPos - vec3(posCoord, 0.0));
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vec3 texParam = texture2D(NormalMap, texCoord.st).rgb;
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vec3 normVec;
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if (texParam.x == 0.0 && texParam.y == 0.0 && texParam.z == 0.0)
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{
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normVec = vec3(0.0,0.0,1.0);
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}
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else
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{
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normVec = (texture2D(NormalMap, texCoord.st).rgb - 0.5)* 2.0;
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}
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vec4 diffuse = vec4(1.0, 1.0, 1.0, 1.0) * max( dot(lVec, normVec), 0.0) * 0.5;
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//vec4 diffuse = vec4(1.0, 1.0, 1.0, 1.0) * 0.5;
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vec4 color = texture2D(Texture, texCoord).rgba * 0.5 + texture2D(Texture, texCoord).rgba * diffuse;
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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}
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@@ -0,0 +1,14 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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varying vec2 posCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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//480x320
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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posCoord = vPosition.xy;
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texCoord = vTexCoord;
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}
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@@ -0,0 +1,14 @@
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precision lowp float;
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uniform sampler2D Texture;
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uniform float Transparency;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture, texCoord).rgba;
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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}
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@@ -0,0 +1,12 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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//480x320
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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