uniform sampler2D Texture; uniform sampler2D NormalMap; uniform int NormalMapExists; varying vec2 texCoord; varying vec3 camVec; varying vec3 lightVec; void main() { vec3 norm; vec4 ambient; vec4 diffuse; vec4 specular; vec3 TexRGB = texture2D(Texture, texCoord.st).rgb; vec3 cVec = normalize(camVec); if (NormalMapExists == 0) { norm = vec3(0.0,0.0,1.0); } else { norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0; } float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess); ambient = gl_LightSource[0].ambient; diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lightVec,norm),0.0); specular = gl_LightSource[0].specular * shineFactor; gl_FragColor = vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular); }