// // $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $ // // Nenya library - tools for developing networked games // Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/nenya/ // // 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; either version 2.1 of the License, or // (at your option) any later version. // // 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA /** The diffuse texture map. */ uniform sampler2D diffuseMap; /** The emissive texture map. */ #ifdef EMISSIVE_MAPPED uniform sampler2D emissiveMap; #endif /** The amount of fog. */ #ifdef FOG varying float fogAlpha; #endif /** * Fragment shader for skinned meshes. */ void main () { // start with the diffuse color vec4 fragColor = texture2D(diffuseMap, gl_TexCoord[0].st); // modulate by the light color #ifdef EMISSIVE_MAPPED fragColor *= (gl_Color + vec4(texture2D(emissiveMap, gl_TexCoord[0].st).rgb, 0.0)); #else fragColor *= gl_Color; #endif // blend between the computed color and the fog color #ifdef FOG gl_FragColor = mix(gl_Fog.color, fragColor, fogAlpha); #else gl_FragColor = fragColor; #endif }