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