uniform sampler2D myTexture; uniform sampler2D normalTexture; uniform vec4 skyBgColor; uniform float fogDistance; varying vec3 vPosition; varying vec3 viewVec; void main (void) { vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); float alpha = col.a; vec2 uv = gl_TexCoord[0].st; vec4 base = texture2D(myTexture, uv); vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base; vec3 vVec = normalize(viewVec); vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); vec3 R = reflect(-vVec, bump); vec3 lVec = normalize(vec3(0.0, -0.4, 0.5)); float diffuse = max(dot(lVec, bump), 0.0); vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb; float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); vec4 vSpecular = 0.2*specular * diffuse; color += vSpecular; col = vec4(color.r, color.g, color.b, alpha); col *= gl_Color; col = col * col; // SRGB -> Linear col *= 1.8; col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); } gl_FragColor = vec4(col.r, col.g, col.b, alpha); }