swwmgz_m/shaders/glsl/Shinemap.fp

26 lines
582 B
GLSL

// pseudo-matcap
void SetupMaterial( inout Material mat )
{
vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1);
#ifdef BARRIER_MAP
vec4 basemap = getTexel(rnorm.xy*.49+.5);
basemap.rgb *= .25;
vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb;
grad *= .25;
mat.Base = basemap+vec4(grad,0.);
#else
mat.Base = getTexel(rnorm.xy*.49+.5);
#endif
mat.Normal = ApplyNormalMap(vTexCoord.st);
}
vec4 ProcessLight( Material mat, vec4 color )
{
#ifdef AMBIENT_GLOW
float glow = .75+.25*sin(timer*8);
return vec4(vec3(glow),color.a);
#else
return color;
#endif
}