/// ============================================================================ /* 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_LightMap; //uniform sampler2D u_DeluxeMap; varying vec3 var_Normal; varying vec2 var_TexDiffuse; varying vec2 var_TexLight; void main() { // compute normal vec3 N = normalize(var_Normal); // compute light direction from object space deluxe map // vec3 L = normalize(2.0 * (texture2D(u_DeluxeMap, var_tex_deluxe).xyz - 0.5)); // compute light color from object space lightmap vec3 C = texture2D(u_LightMap, var_TexLight).rgb; // compute the diffuse term vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse); diffuse.rgb *= C;// * clamp(dot(N, L), 0.0, 1.0); // compute final color gl_FragColor = diffuse; }