/* vi: set ft=glsl */ uniform sampler2D texmap; uniform sampler2D lightmap; varying vec3 vdir, ldir[3], normal; //#define KD gl_FrontMaterial.diffuse.rgb #define KD vec3(1.0, 1.0, 1.0) #define KS gl_FrontMaterial.specular.rgb #define SPOW gl_FrontMaterial.shininess #define LD(i) gl_LightSource[i].diffuse.rgb #define LS(i) gl_LightSource[i].specular.rgb vec3 calc_diffuse(in vec3 n, in vec3 l, in vec3 lcol) { float ndotl = max(dot(n, l), 0.0); return KD * lcol * ndotl; } vec3 calc_specular(in vec3 n, in vec3 l, in vec3 v, in vec3 lcol) { vec3 h = normalize(l + v); float ndoth = max(dot(n, h), 0.0); return KS * lcol * pow(ndoth, SPOW); } void main() { vec3 texel = texture2D(texmap, gl_TexCoord[0].st).rgb; vec3 lumel = texture2D(lightmap, gl_TexCoord[1].st).rgb; vec3 n = normalize(normal); vec3 v = normalize(vdir); vec3 diffuse = lumel * texel * 1.8; vec3 specular = vec3(0.0, 0.0, 0.0); /* for(int i=0; i<3; i++) { vec3 l = normalize(ldir[i]); diffuse += calc_diffuse(n, l, LD(i)) * texel; specular += calc_specular(n, l, v, LS(i)); } */ vec3 ambient = gl_LightModel.ambient.rgb * KD * texel; gl_FragColor.rgb = ambient + diffuse;// + specular; gl_FragColor.a = gl_FrontMaterial.diffuse.a; }