/** * @file diffuseF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; varying vec3 vary_normal; void main() { vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; gl_FragData[0] = vec4(col, 0.0); gl_FragData[1] = gl_Color.aaaa; // spec //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); }