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[require]
GLSL >= 1.10
[fragment shader]
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 26
uniform sampler2D Base;
uniform sampler2D Bump;
uniform float invRadius;
uniform float ambient;
varying vec2 texCoord;
varying vec3 lightVec;
varying vec3 viewVec;
void main(){
vec4 base = texture2D(Base, texCoord);
vec3 bump = texture2D(Bump, texCoord).xyz * 2.0 - 1.0;
bump = normalize(bump);
float distSqr = dot(lightVec, lightVec);
vec3 lVec = lightVec * inversesqrt(distSqr);
float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
float diffuse = clamp(dot(lVec, bump), 0.0, 1.0);
float specular = pow(clamp(dot(reflect(normalize(-viewVec), bump), lVec), 0.0, 1.0), 16.0);
gl_FragColor = ambient * base + (diffuse * base + 0.6 * specular) * atten;
}
[vertex shader]
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 0
varying vec2 texCoord;
varying vec3 lightVec;
varying vec3 viewVec;
uniform vec3 lightPos;
uniform vec3 camPos;
void main(){
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
texCoord = gl_MultiTexCoord0.xy;
vec3 lVec = lightPos - gl_Vertex.xyz;
lightVec.x = dot(gl_MultiTexCoord1.xyz, lVec);
lightVec.y = dot(gl_MultiTexCoord2.xyz, lVec);
lightVec.z = dot(gl_MultiTexCoord3.xyz, lVec);
vec3 vVec = camPos - gl_Vertex.xyz;
viewVec.x = dot(gl_MultiTexCoord1.xyz, vVec);
viewVec.y = dot(gl_MultiTexCoord2.xyz, vVec);
viewVec.z = dot(gl_MultiTexCoord3.xyz, vVec);
}
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