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/**
* @file diffuseF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
void main()
{
vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
gl_FragData[0] = vec4(gl_Color.rgb*col, 1.0); // KL viewer 2.0 has 0.0 but this is not working right yet besides i like to see my eyes :)
gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0);
}
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