- //im Shader:
- gl_FragColor = (IAmbient + (IDiffuse + ISpecular)/*IFDEF SHADOWMAP*/ * shadow/*ENDIF*/)
- /*IFDEF COLORMAP*/ * texture2D(uColorMap, TexCoord)/*ENDIF*/
- /*IFDEF LIGHTMAP*/ + IEmission/*ENDIF*/;
- //im ShaderManager:
- fShaderArr[0] := CreateShader([]); //nur Per-Pixel-Light
- fShaderArr[1] := CreateShader(['COLORMAP']); //Per-Pixel-Light mit Textur
- fShaderArr[2] := CreateShader(['COLORMAP', 'LIGHTMAP']); //Per-Pixel-Light mit Textur und Lightmap
- fShaderArr[3] := CreateShader(['COLORMAP', 'LIGHTMAP', 'SHADOWMAP']); //Per-Pixel-Light mit Textur, Lightmap und ShadowMap