Created
July 13, 2015 07:44
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Sample MonGame GLSL .fx Shader
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attribute vec4 vertex; | |
attribute vec2 texCoord; | |
void vs_main() | |
{ | |
} | |
varying vec3 LightDirection; | |
varying vec3 LightColor; | |
varying vec3 AmbientColor; | |
varying vec4 color; | |
varying vec2 texCoord; | |
uniform sampler2D TextureSampler; | |
uniform sampler2D NormalSampler; | |
void ps_main() | |
{ | |
//Look up the texture value | |
vec4 tex = texture2D(TextureSampler, texCoord); | |
//Look up the normalmap value | |
vec4 normal = (texture2D(NormalSampler, texCoord) - 1.0) * 2; | |
// Compute lighting. | |
float lightAmount = max(dot(normal.xyz, LightDirection), 0.0); | |
vec3 color = AmbientColor + (lightAmount * LightColor); | |
gl_FragColor = tex * color; | |
} | |
technique Normalmap | |
{ | |
pass Pass1 | |
{ | |
VertexShader = compile vs_main(); | |
PixelShader = compile ps_main(); | |
} | |
} |
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