a21a692f31
copyright updating missed things git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@871 ed5b42cb-e716-0410-a449-f6a68f950b19
57 lines
1.7 KiB
GLSL
57 lines
1.7 KiB
GLSL
//
|
|
// $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
|
|
}
|