30 lines
690 B
GLSL
30 lines
690 B
GLSL
/**
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* @file bumpF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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varying vec4 vary_position;
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void main()
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{
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vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
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vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
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vec3 tnorm = vec3(dot(norm,vary_mat0),
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dot(norm,vary_mat1),
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dot(norm,vary_mat2));
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gl_FragData[0].rgb = gl_Color.rgb*col;
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gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
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gl_FragData[2] = vec4(normalize(tnorm), 0.0);
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gl_FragData[3] = vary_position;
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}
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