// This file was created by Filewrap 1.1 | |
// Little endian mode | |
// DO NOT EDIT | |
#include "../PVRTMemoryFileSystem.h" | |
// using 32 bit to guarantee alignment. | |
#ifndef A32BIT | |
#define A32BIT static const unsigned int | |
#endif | |
// ******** Start: SkinnedFragShader.fsh ******** | |
// File data | |
static const char _SkinnedFragShader_fsh[] = | |
"uniform sampler2D sTexture;\n" | |
"uniform sampler2D sNormalMap;\n" | |
"uniform bool bUseDot3;\n" | |
"\n" | |
"varying mediump vec2 TexCoord;\n" | |
"varying mediump vec3 Light;\n" | |
"\n" | |
"void main()\n" | |
"{\n" | |
"\tif(bUseDot3)\n" | |
"\t{\n" | |
"\t\t/*\n" | |
"\t\t\tNote:\n" | |
"\t\t\tIn the normal map red = y, green = x, blue = z which is why when we get the normal\n" | |
"\t\t\tfrom the texture we use the swizzle .grb so the colours are mapped to the correct\n" | |
"\t\t\tco-ordinate variable.\n" | |
"\t\t*/\n" | |
"\n" | |
"\t\tmediump vec3 fNormal = texture2D(sNormalMap, TexCoord).grb;\n" | |
"\t\tmediump float fNDotL = dot((fNormal - 0.5) * 2.0, Light);\n" | |
"\t\t\n" | |
"\t\tgl_FragColor = texture2D(sTexture, TexCoord) * fNDotL;\n" | |
" }\n" | |
" else\n" | |
"\t\tgl_FragColor = texture2D(sTexture, TexCoord) * Light.x;\n" | |
"}\n"; | |
// Register SkinnedFragShader.fsh in memory file system at application startup time | |
static CPVRTMemoryFileSystem RegisterFile_SkinnedFragShader_fsh("SkinnedFragShader.fsh", _SkinnedFragShader_fsh, 646); | |
// ******** End: SkinnedFragShader.fsh ******** | |