overte/libraries/render-utils/src/model_specular_map.slf
2015-01-14 10:22:27 -08:00

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<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include Material.slh@>
// the diffuse texture
uniform sampler2D diffuseMap;
// the specular texture
uniform sampler2D specularMap;
// the interpolated normal
varying vec4 normal;
void main(void) {
// set the diffuse, normal, specular data
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
Material mat = getMaterial();
packDeferredFragment(
normalize(normal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
getMaterialDiffuse(mat) * diffuse.rgb,
specular, //getMaterialSpecular(mat),
getMaterialShininess(mat));
}