// [config] // expect_result: pass // glsl_version: 1.10 // // # NOTE: Config section was auto-generated from file // # NOTE: 'glslparser.tests' at git revision // # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 // [end config] /* =========================================================================== Copyright (C) 2006 Robert Beckebans This file is part of XreaL source code. XreaL source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. XreaL source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with XreaL source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ uniform sampler2D u_DiffuseMap; uniform sampler2D u_BumpMap; uniform sampler2D u_SpecularMap; uniform sampler2D u_AttenuationMapXY; uniform sampler2D u_AttenuationMapZ; uniform vec3 u_ViewOrigin; uniform vec3 u_LightOrigin; uniform vec3 u_LightColor; uniform float u_LightScale; uniform float u_SpecularExponent; varying vec3 var_Vertex; varying vec2 var_TexDiffuse; varying vec2 var_TexBump; varying vec2 var_TexSpecular; varying vec4 var_TexAtten; varying mat3 var_OS2TSMatrix; void main() { // compute view direction in tangent space vec3 V = normalize(var_OS2TSMatrix * (u_ViewOrigin - var_Vertex)); // compute light direction in tangent space vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex)); // compute half angle in tangent space vec3 H = normalize(L + V); // compute normal in tangent space from bumpmap vec3 N = 2.0 * (texture2D(u_BumpMap, var_TexBump).xyz - 0.5); N = normalize(N); // compute the diffuse term vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse); diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0); // compute the specular term vec3 specular = texture2D(u_SpecularMap, var_TexSpecular).rgb * u_LightColor * pow(clamp(dot(N, H), 0.0, 1.0), u_SpecularExponent); // compute attenuation // vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb; vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb; vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb; // compute final color vec4 color = diffuse; color.rgb += specular; color.rgb *= attenuationXY; color.rgb *= attenuationZ; color.rgb *= u_LightScale; gl_FragColor = color; }