2 uniform sampler2D myTexture;
\r
3 uniform sampler2D normalTexture;
\r
5 uniform vec4 skyBgColor;
\r
6 uniform float fogDistance;
\r
8 varying vec3 vPosition;
\r
10 varying vec3 viewVec;
\r
14 vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
\r
15 float alpha = col.a;
\r
16 vec2 uv = gl_TexCoord[0].st;
\r
17 vec4 base = texture2D(myTexture, uv);
\r
18 vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
\r
19 vec3 vVec = normalize(viewVec);
\r
20 vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
\r
21 vec3 R = reflect(-vVec, bump);
\r
22 vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
\r
23 float diffuse = max(dot(lVec, bump), 0.0);
\r
25 vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
\r
28 float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
\r
29 vec4 vSpecular = 0.2*specular * diffuse;
\r
33 col = vec4(color.r, color.g, color.b, alpha);
\r
35 col = col * col; // SRGB -> Linear
\r
37 col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
\r
38 col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
\r
39 col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
\r
40 col = sqrt(col); // Linear -> SRGB
\r
41 if(fogDistance != 0.0){
\r
42 float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
\r
43 col = mix(col, skyBgColor, d);
\r
45 gl_FragColor = vec4(col.r, col.g, col.b, alpha);
\r