/// ============================================================================ /* Copyright (C) 2005 Robert Beckebans Please see the file "AUTHORS" for a list of contributors This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /// ============================================================================ uniform sampler2D u_DiffuseMap; uniform sampler2D u_NormalMap; uniform sampler2D u_AttenuationMapXY; uniform sampler2D u_AttenuationMapZ; //uniform samplerCube u_AttenuationMapCube; uniform vec3 u_LightOrigin; uniform vec3 u_LightColor; varying vec3 var_Vertex; varying vec2 var_TexDiffuse; varying vec2 var_TexNormal; varying vec3 var_TexAttenXYZ; //varying vec3 var_TexAttenCube; varying mat3 var_OS2TSMatrix; void main() { // compute light direction in tangent space vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex)); // compute normal in tangent space from normalmap vec3 N = 2.0 * (texture2D(u_NormalMap, var_TexNormal).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 attenuation vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAttenXYZ.xy).rgb; vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAttenXYZ.z, 0)).rgb; // vec3 attenuationCube = textureCube(u_AttenuationMapCube, var_tex_atten_cube).rgb; // compute final color // gl_FragColor.rgba = vec4(1.0, 1.0, 1.0, 1.0); // gl_FragColor.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0); gl_FragColor.rgba = diffuse; gl_FragColor.rgb *= attenuationXY; gl_FragColor.rgb *= attenuationZ; // gl_FragColor.rgb *= attenuationCube; }