Light mapping implemented

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4023
This commit is contained in:
kearwood
2012-03-29 19:39:28 +00:00
parent 35d138c31c
commit 5498499b51
23 changed files with 136 additions and 70 deletions

View File

@@ -49,6 +49,11 @@ uniform sampler2D shadowTexture1;
varying highp vec4 shadowMapCoord1;
#endif
#if HAS_SHADOW_MAP == 1
uniform sampler2D shadowTexture1;
varying mediump vec2 shadowCoord;
#endif
#if SHADOW_QUALITY >= 2
uniform sampler2D shadowTexture2;
varying highp vec4 shadowMapCoord2;
@@ -175,6 +180,15 @@ void main()
#else
gl_FragColor += vec4(material_specular * specularFactor, 0.0);
#endif
// -------------------- Multiply shadow map --------------------
#if HAS_SHADOW_MAP
mediump vec3 shadowColor = vec3(texture2D(shadowTexture1, shadowCoord));
gl_FragColor = vec4(gl_FragColor.r * shadowColor.r, gl_FragColor.g * shadowColor.g, gl_FragColor.b * shadowColor.b, 1.0);
// gl_FragColor = vec4(shadowColor, 1.0);
// gl_FragColor = vec4(shadowCoord.s, shadowCoord.t, 1.0, 1.0);
#endif
#endif