quakeforge/libs/video/renderer/glsl/quakemdl.frag
Bill Currie 209c4cda8b Scale the light level index correctly before colormap lookup.
With this, lighting seems to be working. I'm not certain the normals are
100% correct, but I can see something happening on rotating models.
2012-01-03 19:57:47 +09:00

25 lines
537 B
GLSL

uniform sampler2D palette;
uniform sampler2D colormap;
uniform sampler2D skin;
uniform float ambient;
uniform float shadelight;
uniform vec3 lightvec;
varying vec3 normal;
varying vec2 st;
varying vec4 color;
void
main (void)
{
float pix = texture2D (skin, st).r;
float light = ambient;
float d, col;
d = dot (normal, lightvec);
d = min (d, 0.0);
light = 255.0 - light;
light += d * shadelight;
col = texture2D (colormap, vec2 (pix, light / 255.0)).r;
gl_FragColor = texture2D (palette, vec2 (col, 0.5));
}