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@ -154,8 +154,9 @@ void main(){ |
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#ifdef VERTEX_LIGHTING |
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#ifdef VERTEX_LIGHTING |
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vec2 light = vertexLightValues.xy; |
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vec2 light = vertexLightValues.xy; |
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#ifdef COLORRAMP |
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#ifdef COLORRAMP |
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light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r; |
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diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb; |
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light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r; |
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specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb; |
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light.xy = vec2(1.0); |
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#endif |
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#endif |
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gl_FragColor.rgb = AmbientSum * diffuseColor.rgb + |
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gl_FragColor.rgb = AmbientSum * diffuseColor.rgb + |
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@ -183,8 +184,9 @@ void main(){ |
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vec2 light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess) ; |
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vec2 light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess) ; |
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#ifdef COLORRAMP |
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#ifdef COLORRAMP |
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diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb; |
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diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb; |
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specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb; |
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specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb; |
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light.xy = vec2(1.0); |
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#endif |
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#endif |
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// Workaround, since it is not possible to modify varying variables |
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// Workaround, since it is not possible to modify varying variables |
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