13 lines
399 B
GLSL
13 lines
399 B
GLSL
uniform sampler2D texture;
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uniform sampler2D spheremap;
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varying vec3 vertex_light_position;
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varying vec3 vertex_normal;
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void main() {
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vec4 color = texture2D(texture, gl_TexCoord[0].st);
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vec4 env = texture2D(spheremap, gl_TexCoord[1].st);
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float diffuse_value = max(dot(vertex_normal, vertex_light_position), 0.2);
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gl_FragColor = color * diffuse_value + env * 0.5;
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gl_FragColor.a = color.a;
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}
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