44 lines
1.1 KiB
Text
44 lines
1.1 KiB
Text
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varying vec3 N;
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varying vec3 L;
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varying vec3 V;
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varying vec2 T;
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varying vec3 P;
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uniform sampler2D NormalMap;
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void main()
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{
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vec3 bump = normalize(texture2D(NormalMap,T).xyz*2.0-1.0)-vec3(0,0,1);
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vec3 n = normalize(N);
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vec3 bn = normalize(N+bump*2.0);
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vec3 l = normalize(L);
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vec3 v = normalize(V);
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float HighlightSize=0.1;
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float ShadowSize=0.2;
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float OutlineWidth=0.2;
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//vec4 MidColour=gl_FrontMaterial.diffuse;
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//if(P.y<0) MidColour=vec4(1,1,1,1);
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vec4 MidColour=mix(vec4((1-gl_FrontMaterial.diffuse.r)*0.2f,
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(1-gl_FrontMaterial.diffuse.g)*0.2f,
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(1-gl_FrontMaterial.diffuse.b)*0.2f,1),
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gl_FrontMaterial.diffuse,
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smoothstep(-5.0,5.0,P.y));
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vec4 HighlightColour=MidColour*1.3;
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vec4 ShadowColour=MidColour*0.6;
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MidColour.a=1.0;
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HighlightColour.a=1.0;
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ShadowColour.a=1.0;
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float lambert = dot(l,bn);
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vec4 colour = MidColour;
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if (lambert > 1.0-HighlightSize) colour = HighlightColour;
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if (lambert < ShadowSize) colour = ShadowColour;
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//if (dot(n,v) < OutlineWidth) colour = vec4(0,0,0,1);
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gl_FragColor = vec4(colour.rgb,1);
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}
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