2014-01-12 19:14:57 -05:00

36 lines
1.2 KiB
GLSL

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