mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-12 00:01:43 +00:00
209c4cda8b
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.
25 lines
537 B
GLSL
25 lines
537 B
GLSL
uniform sampler2D palette;
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uniform sampler2D colormap;
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uniform sampler2D skin;
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uniform float ambient;
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uniform float shadelight;
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uniform vec3 lightvec;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 color;
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void
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main (void)
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{
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float pix = texture2D (skin, st).r;
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float light = ambient;
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float d, col;
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d = dot (normal, lightvec);
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d = min (d, 0.0);
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light = 255.0 - light;
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light += d * shadelight;
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col = texture2D (colormap, vec2 (pix, light / 255.0)).r;
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gl_FragColor = texture2D (palette, vec2 (col, 0.5));
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}
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