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- // Effect applies normalmapped lighting to a 2D sprite.
- uniform sampler2D TextureSampler;
- uniform sampler2D NormalSampler;
- uniform vec3 LightDirection;
- vec3 LightColor = vec3(1.5);
- vec3 AmbientColor = vec3(0.0);
- void main()
- {
- // Look up the texture and normalmap values.
- vec4 tex = texture2D(TextureSampler, gl_TexCoord[0].xy);
- vec3 normal = texture2D(NormalSampler, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
- // Compute lighting.
- float lightAmount = max(dot(normal, LightDirection),0.0);
- vec4 color = gl_Color;
- color.rgb *= AmbientColor + lightAmount * LightColor;
- gl_FragColor = tex * color;
- }
- //float3 LightDirection;
- //float3 LightColor = 1.5;
- //float3 AmbientColor = 0;
- //sampler TextureSampler : register(s0);
- //sampler NormalSampler : register(s1);
- //float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
- //{
- // Look up the texture and normalmap values.
- // float4 tex = tex2D(TextureSampler, texCoord);
- // float3 normal = tex2D(NormalSampler, texCoord);
-
- // Compute lighting.
- // float lightAmount = max(dot(normal, LightDirection), 0);
-
- // color.rgb *= AmbientColor + lightAmount * LightColor;
-
- // return tex * color;
- //}
- //technique Normalmap
- //{
- // pass Pass1
- // {
- // PixelShader = compile ps_2_0 main();
- // }
- //}
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