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/**
* @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);
}
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