1// This file was created by Filewrap 1.1
2// Little endian mode
3// DO NOT EDIT
4
5#include "../PVRTMemoryFileSystem.h"
6
7// using 32 bit to guarantee alignment.
8#ifndef A32BIT
9 #define A32BIT static const unsigned int
10#endif
11
12// ******** Start: SkinnedFragShader.fsh ********
13
14// File data
15static const char _SkinnedFragShader_fsh[] =
16	"uniform sampler2D sTexture;\n"
17	"uniform sampler2D sNormalMap;\n"
18	"uniform bool bUseDot3;\n"
19	"\n"
20	"varying mediump vec2 TexCoord;\n"
21	"varying mediump vec3 Light;\n"
22	"\n"
23	"void main()\n"
24	"{\n"
25	"\tif(bUseDot3)\n"
26	"\t{\n"
27	"\t\t/*\n"
28	"\t\t\tNote:\n"
29	"\t\t\tIn the normal map red = y, green = x, blue = z which is why when we get the normal\n"
30	"\t\t\tfrom the texture we use the swizzle .grb so the colours are mapped to the correct\n"
31	"\t\t\tco-ordinate variable.\n"
32	"\t\t*/\n"
33	"\n"
34	"\t\tmediump vec3 fNormal = texture2D(sNormalMap, TexCoord).grb;\n"
35	"\t\tmediump float fNDotL = dot((fNormal - 0.5) * 2.0, Light);\n"
36	"\t\t\n"
37	"\t\tgl_FragColor = texture2D(sTexture, TexCoord) * fNDotL;\n"
38	"    }\n"
39	"    else\n"
40	"\t\tgl_FragColor = texture2D(sTexture, TexCoord) * Light.x;\n"
41	"}\n";
42
43// Register SkinnedFragShader.fsh in memory file system at application startup time
44static CPVRTMemoryFileSystem RegisterFile_SkinnedFragShader_fsh("SkinnedFragShader.fsh", _SkinnedFragShader_fsh, 646);
45
46// ******** End: SkinnedFragShader.fsh ********
47
48