| // 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 ******** | |