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Full Template for ticket #1
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Templates/Full/game/shaders/common/gl/wavesP.glsl
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Templates/Full/game/shaders/common/gl/wavesP.glsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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uniform sampler2D diffMap;
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uniform sampler2D bumpMap;
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uniform samplerCube cubeMap;
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uniform vec4 specularColor;
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uniform float specularPower;
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uniform vec4 ambient;
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uniform float accumTime;
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varying vec2 TEX0;
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varying vec4 outLightVec;
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varying vec3 outPos;
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varying vec3 outEyePos;
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void main()
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{
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vec2 texOffset;
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float sinOffset1 = sin( accumTime * 1.5 + TEX0.y * 6.28319 * 3.0 ) * 0.03;
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float sinOffset2 = sin( accumTime * 3.0 + TEX0.y * 6.28319 ) * 0.04;
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texOffset.x = TEX0.x + sinOffset1 + sinOffset2;
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texOffset.y = TEX0.y + cos( accumTime * 3.0 + TEX0.x * 6.28319 * 2.0 ) * 0.05;
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vec4 bumpNorm = texture2D(bumpMap, texOffset) * 2.0 - 1.0;
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vec4 diffuse = texture2D(diffMap, texOffset);
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gl_FragColor = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient);
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vec3 eyeVec = normalize(outEyePos - outPos);
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vec3 halfAng = normalize(eyeVec + outLightVec.xyz);
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float specular = clamp(dot(bumpNorm.xyz, halfAng), 0.0, 1.0) * outLightVec.w;
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specular = pow(specular, specularPower);
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gl_FragColor += specularColor * specular;
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}
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