mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
540bccbc27
I had forgotten I wanted to do it this way.
26 lines
568 B
GLSL
26 lines
568 B
GLSL
uniform sampler2D normals;
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uniform mat4 mvp_mat;
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uniform mat3 norm_mat;
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uniform vec2 skin_size;
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attribute vec4 vcolor;
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attribute vec3 stn;
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attribute vec3 vertex;
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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 nind;
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vec3 norma, normb;
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gl_Position = mvp_mat * vec4 (vertex, 1.0);
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st = stn.st / skin_size;
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nind = stn.p / 162.0;
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norma = texture2D (normals, vec2 (0.0, nind)).xyz;
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normb = texture2D (normals, vec2 (1.0, nind)).xyz;
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normal = norm_mat * (2.0 * norma + normb / 128.0 - vec3 (1.0, 1.0, 1.0));
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color = vcolor;
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}
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