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- uniform sampler2D basetex;
- uniform sampler2D bumptex;
- varying vec3 eyeVec;
- void main()
- {
- vec2 texUV, srcUV = gl_TexCoord[0].xy;
- float height = texture2D(bumptex, srcUV).r;
- float v = height * 0.04 - 0.02;
- vec3 eye = normalize(eyeVec);
- texUV = srcUV + (eye.xy * v);
-
- vec3 rgb = texture2D(basetex, texUV).rgb;
- // output final color
- gl_FragColor = vec4(vec3(rgb), 1.0);
- // gl_FragColor = vec4(vec3(rgb)*height, 1.0);
-
- }
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