/** * @file bumpF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform sampler2D bumpMap; varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; void main() { vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0; vec3 tnorm = vec3(dot(norm,vary_mat0), dot(norm,vary_mat1), dot(norm,vary_mat2)); gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); gl_FragData[1] = vec4(col*gl_Color.a, gl_Color.a); gl_FragData[2] = vec4(normalize(tnorm)*0.5+0.5, 0.0); }