2013-11-27 17:52:28 -05:00
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uniform sampler2D uNormal;
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uniform sampler2D uSmoke;
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2013-12-04 12:33:35 -05:00
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uniform float z;
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2013-11-27 17:52:28 -05:00
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void main(void)
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{
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vec3 normal = 2.0 * texture2D (uNormal, gl_TexCoord[0].st).rgb - 1.0;
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2013-12-04 12:33:35 -05:00
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2013-11-27 17:52:28 -05:00
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2013-12-04 12:33:35 -05:00
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//Load only the Alpha from the smoke texture
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2013-11-27 17:52:28 -05:00
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vec4 diffuseMaterial = texture2D (uSmoke, gl_TexCoord[0].st);
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diffuseMaterial.rgb = vec3(1);
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2013-12-04 12:33:35 -05:00
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//Get Ambient light
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2013-11-27 17:52:28 -05:00
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vec4 ambientLight = gl_LightSource[1].ambient;
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2013-12-04 12:33:35 -05:00
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//Calculate diffuse light from "sun"
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vec3 diffuseNormal = normal;
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diffuseNormal.b = diffuseNormal.b * 0.5;
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diffuseNormal = normalize (gl_NormalMatrix * diffuseNormal);
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vec4 diffuseLight = gl_LightSource[1].diffuse;
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float diffuseFactor = max (dot (gl_LightSource[1].position.xyz, diffuseNormal), 0.0) ;
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diffuseFactor = diffuseFactor * .6 + .4;
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vec4 diffuseBump = vec4(diffuseFactor,diffuseFactor,diffuseFactor,1);
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2013-11-27 17:52:28 -05:00
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2013-12-04 12:33:35 -05:00
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vec4 flameColor = gl_LightSource[2].diffuse;
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float flameFactor = max (dot (vec3(0,0,1), diffuseNormal), 0.0);
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flameFactor = flameFactor * (1.0 - z / 1.0);
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flameFactor = flameFactor * diffuseMaterial.a * gl_Color.a * 10.0;
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flameFactor = clamp(flameFactor,0.0,1.0);
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2013-11-27 17:52:28 -05:00
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2013-12-04 12:33:35 -05:00
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vec4 light = diffuseLight * diffuseBump + ambientLight;
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2013-11-27 17:52:28 -05:00
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2013-12-04 12:33:35 -05:00
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gl_FragColor = gl_Color * diffuseMaterial * light + flameColor * flameFactor;
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2013-11-27 17:52:28 -05:00
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}
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