39 lines
		
	
	
		
			856 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			856 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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);
 | 
						|
	
 | 
						|
}
 |