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55 lines
1.6 KiB
Text
Executable file
55 lines
1.6 KiB
Text
Executable file
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_normal_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the specular map texture
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uniform sampler2D specularMap;
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in vec4 _position;
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in vec2 _texCoord0;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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void main(void) {
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// compute the view normal from the various bits
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vec3 normalizedNormal = normalize(_normal);
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vec3 normalizedTangent = normalize(_tangent);
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = normalize(vec3(texture(normalMap, _texCoord0)) - vec3(0.5, 0.5, 0.5));
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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// set the diffuse, normal, specular data
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vec4 diffuse = texture(diffuseMap, _texCoord0);
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vec3 specular = texture(specularMap, _texCoord0).rgb;
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Material mat = getMaterial();
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packDeferredFragment(
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normalize(viewNormal.xyz),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
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getMaterialDiffuse(mat) * diffuse.rgb * _color,
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specular, //getMaterialSpecular(mat),
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getMaterialShininess(mat));
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}
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