!!ver 110 !!permu FRAMEBLEND !!permu SKELETAL !!permu FOG !!samps diffuse #include "sys/defs.h" varying vec2 tex_c; varying vec3 light; #ifdef VERTEX_SHADER #include "sys/skeletal.h" float hl( vec3 normal, vec3 dir ) { return ( dot( normal, dir ) * 0.5 ) + 0.5; } void main () { vec3 n, s, t, w; gl_Position = skeletaltransform_wnst(w,n,s,t); tex_c = v_texcoord; light = ( hl( n, e_light_dir ) * e_light_mul ) + e_light_ambient; } #endif #ifdef FRAGMENT_SHADER void main () { vec4 diffuse_f = texture2D( s_diffuse, tex_c ); diffuse_f.rgb *= light; gl_FragColor = diffuse_f * e_colourident; } #endif