+++ /dev/null
-/// ============================================================================
-/*
-Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
-Please see the file "CONTRIBUTORS" for a list of contributors
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU Lesser 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 Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser 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_bumpmap;
-uniform sampler2D u_specularmap;
-uniform sampler2D u_attenuationmap_xy;
-uniform sampler2D u_attenuationmap_z;
-uniform vec3 u_view_origin;
-uniform vec3 u_light_origin;
-uniform vec3 u_light_color;
-uniform float u_bump_scale;
-uniform float u_specular_exponent;
-
-varying vec3 var_vertex;
-varying vec4 var_tex_diffuse_bump;
-varying vec2 var_tex_specular;
-varying vec4 var_tex_atten_xy_z;
-varying mat3 var_mat_os2ts;
-
-void main()
-{
- // compute view direction in tangent space
- vec3 V = normalize(var_mat_os2ts * (u_view_origin - var_vertex));
-
- // compute light direction in tangent space
- vec3 L = normalize(var_mat_os2ts * (u_light_origin - 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_tex_diffuse_bump.pq).xyz - 0.5);
- N.z *= u_bump_scale;
- N = normalize(N);
-
- // compute the diffuse term
- vec4 diffuse = texture2D(u_diffusemap, var_tex_diffuse_bump.st);
- diffuse.rgb *= u_light_color * clamp(dot(N, L), 0.0, 1.0);
-
- // compute the specular term
- vec3 specular = texture2D(u_specularmap, var_tex_specular).rgb * u_light_color * pow(clamp(dot(N, H), 0.0, 1.0), u_specular_exponent);
-
- // compute attenuation
- vec3 attenuation_xy = texture2DProj(u_attenuationmap_xy, vec3(var_tex_atten_xy_z.x, var_tex_atten_xy_z.y, var_tex_atten_xy_z.w)).rgb;
- vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
-
- // compute final color
- gl_FragColor.rgba = diffuse;
- gl_FragColor.rgb += specular;
- gl_FragColor.rgb *= attenuation_xy;
- gl_FragColor.rgb *= attenuation_z;
-}
-