Is it possible to combine a phong shader with a normal map shader
// ------------------------------------------------------------------------------
// outer part for detail shader + Phong
// ------------------------------------------------------------------------------
textures/test/stucco_grime_shader
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/test/stucco_grime_image.tga
{
map $lightmap
rgbGen identity
}
{
map textures/test/stucco_grime
blendFunc filter
}
{
map textures/test/rockdetail
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcMod scale 9.1 9.2
}
}
// ------------------------------------------------------------------------------
//Normal map shader
// ------------------------------------------------------------------------------
textures/test/cactusbump
{
qer_editorimage textures/test/cactusshader
q3map_lightmapsamplesize 1x1
q3map_normalimage textures/test/cactus_local
{
map $lightmap
}
{
map textures/test/cactus
blendFunc GL_DST_COLOR GL_ZERO
}
}
The main problem I wonder about is that they both use different blend functions on the map actual base texture? Any ideas?