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/**
* @file bumpF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
void main()
{
vec3 col = gl_Color.rgb * 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(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
vec3 nvn = normalize(tnorm);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
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