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48 lines
1.3 KiB
Text
Executable file
48 lines
1.3 KiB
Text
Executable file
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_lightmap.frag
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// fragment shader
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//
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// Created by Samuel Gateau on 11/19/14.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the emissive map texture and parameters
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uniform sampler2D emissiveMap;
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uniform vec2 emissiveParams;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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varying vec3 color;
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// the interpolated texcoord1
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varying vec2 interpolatedTexcoord1;
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void main(void) {
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// set the diffuse, normal, specular data
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vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
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vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
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Material mat = getMaterial();
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packDeferredFragmentLightmap(
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normalize(interpolatedNormal.xyz),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialDiffuse(mat) * diffuse.rgb * color,
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getMaterialSpecular(mat),
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getMaterialShininess(mat),
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(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
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}
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