#version 120 // // model_normal_map.frag // fragment shader // // Created by Andrzej Kapolka on 10/29/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // the diffuse texture uniform sampler2D diffuseMap; // the normal map texture uniform sampler2D normalMap; // the interpolated normal varying vec4 interpolatedNormal; // the interpolated tangent varying vec4 interpolatedTangent; void main(void) { vec3 normalizedNormal = normalize(vec3(interpolatedNormal)); vec3 normalizedTangent = normalize(vec3(interpolatedTangent)); vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent)); vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0); // compute the base color based on OpenGL lighting model vec4 viewNormal = vec4(normalizedTangent * localNormal.x + normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0); vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position))); // compute the specular component (sans exponent) float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal)); // modulate texture by base color and add specular contribution gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular; }