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- uniform mat4 matWorld;
- varying vec3 vLightDir;
- varying vec3 vEyeVec;
- varying vec2 vTexcoord;
- varying vec3 vNormal;
- varying vec3 vTangent;
- varying vec3 vBinormal;
- uniform sampler2D normalMap;
- uniform sampler2D colorMap;
- uniform samplerCube cubeMap;
- uniform sampler2D reliefMap;
- uniform float bumpedpth;
- uniform float relifeDepth;
- void main( void )
- {
- vec3 B=normalize(vBinormal);
- vec3 N=normalize(vNormal);
- vec3 T=normalize(vTangent);
- vec3 E=normalize(vEyeVec);
- vec3 L=normalize(vLightDir);
- float diffattenuation = smoothstep(-0.3,0.0,dot(N,-L));
- vec3 normaldelta = ((texture2D(normalMap,vTexcoord).xyz*2.0)-1);
- //normaldelta = snormaldelta,-1,bumpedpth);
- //Convert Normal to World Space
- //N = normalize((T*normaldelta.x)+(B*normaldelta.y)+(N*normaldelta.z));
- // diffuse lightning
- float diff = clamp(dot(N,-L),0,1);
- // reflection
- vec3 R = reflect(-E,N);
- vec3 reflection = textureCube(cubeMap,R).xyz;
- float relief = texture2D(reliefMap,vTexcoord).x;
- reflection = mix(reflection ,reflection*relief,relifeDepth);
- vec3 texture = texture2D(colorMap,vTexcoord).xyz;
- gl_FragColor = vec4(reflection,1.0);//texture * diff*diffattenuation+
- }
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