#ifdef GL_ES precision mediump float; varying vec3 lightVector, halfVector, lightVector2; varying vec2 vTexCoord; vec4 fragColor; #else in vec3 lightVector, halfVector, lightVector2; in vec2 vTexCoord; out vec4 fragColor; #endif uniform sampler2D normalTex; uniform sampler2D colorTex; uniform sampler2D normalZTex; uniform float fade; void main() { #ifdef GL_ES vec4 bumpSample = texture2D(normalTex, vTexCoord.st); vec3 bump = (vec3(bumpSample.xy, texture2D(normalZTex, vTexCoord.st).r) * 2.0 - 1.0); vec4 tColor = texture2D(colorTex, vTexCoord.st); #else vec4 bumpSample = texture(normalTex, vTexCoord.st); vec3 bump = (vec3(bumpSample.xy, texture(normalZTex, vTexCoord.st).r) * 2.0 - 1.0); vec4 tColor = texture(colorTex, vTexCoord.st); #endif float light1 = max(0.0, dot(bump, normalize(lightVector))); float lambert = sqrt(light1 * light1); vec3 diffuse = tColor.rgb * vec3(lambert); float specular = /*tColor.rgb*/ pow(max(0.0, dot(bump, normalize(halfVector))), 50.0) * bumpSample.z; fragColor = vec4((diffuse + vec3(specular)) * tColor.a, tColor.a) * fade; #ifdef GL_ES gl_FragColor = fragColor; #endif }