quakeforge/libs/video/renderer/glsl/quakemdl.frag

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uniform sampler2D colormap;
uniform sampler2D skin;
uniform float ambient;
uniform float shadelight;
uniform vec3 lightvec;
uniform vec4 fog;
varying vec3 normal;
varying vec2 st;
varying vec4 color;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
}
void
main (void)
{
float pix = texture2D (skin, st).r;
float light = ambient;
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float d, col;
vec4 lit;
d = dot (normal, lightvec);
d = min (d, 0.0);
light = 255.0 - light;
light += d * shadelight;
lit = texture2D (colormap, vec2 (pix, light / 255.0));
gl_FragColor = fogBlend (lit * color);
}