!!ver 110 !!samps diffuse !!samps =BUMP normalmap !!samps =REFLECTCUBEMASK reflectmask reflectcube !!samps refraction=0 #include "sys/defs.h" varying vec2 tex_c; varying mat3 invsurface; varying vec4 tf_c; varying vec3 eyeminusvertex; #ifdef VERTEX_SHADER void main () { invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; tf_c = ftetransform(); tex_c = v_texcoord; gl_Position = tf_c; } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" void main ( void ) { vec2 refl_c; vec3 refr_f; vec3 norm_f; vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 ); norm_f = ( texture2D( s_normalmap, tex_c).xyz); norm_f.g *= -1.0; norm_f = normalize( norm_f ); // Reflection/View coordinates refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5; refr_f = texture2D(s_refraction, refl_c + (norm_f.st) ).rgb; out_f.rgb = refr_f * texture2D(s_diffuse, tex_c).rgb; gl_FragColor = out_f; } #endif