51 lines
No EOL
1 KiB
Text
51 lines
No EOL
1 KiB
Text
#version 150 compatibility
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// diffuse texture map
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uniform sampler2D diffuse_map;
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// whether to use the diffuse map
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uniform bool use_diffuse_map;
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// whether to use the bump map
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uniform bool use_bump_map;
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///
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uniform bool use_color_material = true;
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///
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uniform bool two_sided = false;
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// interpolated surface normal in eye space
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in vec3 N;
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// interpolated surface point in eye space
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in vec3 s;
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// interpolated texture coordinates
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in vec2 tc;
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in vec4 clr;
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vec3 bump_map_normal(vec3 s, vec2 tc, vec3 N);
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vec4 doLighting(vec3 position, vec3 normal, vec4 diffuseMaterial);
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void main()
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{
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// compute bump mapped normal
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vec4 diff = gl_FrontMaterial.diffuse;
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if (use_color_material) {
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diff = clr;
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}
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if (use_diffuse_map) {
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diff = texture2D(diffuse_map, tc);
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}
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vec3 normal;
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if (use_bump_map) {
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normal = normalize(bump_map_normal(s,tc,N));
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}
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else {
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normal = N;
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}
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if (two_sided) {
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if (dot(s, normal) > 0.0) {
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normal = -normal;
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}
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}
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gl_FragColor = doLighting(s, normal, diff);
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gl_FragColor.a = diff.a;
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} |