<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_lightmap_normal_map.frag // fragment shader // // Created by Samuel Gateau on 11/19/14. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include DeferredBufferWrite.slh@> <@include model/Material.slh@> // the diffuse texture uniform sampler2D diffuseMap; // the normal map texture uniform sampler2D normalMap; // the emissive map texture and parameters uniform sampler2D emissiveMap; uniform vec2 emissiveParams; // the interpolated normal varying vec4 interpolatedNormal; // the interpolated tangent varying vec4 interpolatedTangent; varying vec2 interpolatedTexcoord1; void main(void) { // compute the view normal from the various bits 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)) - vec3(0.5, 0.5, 0.5); vec4 viewNormal = vec4(normalizedTangent * localNormal.x + normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0); // set the diffuse, normal, specular data vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st); vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st); Material mat = getMaterial(); packDeferredFragmentLightmap( normalize(viewNormal.xyz), evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a), getMaterialDiffuse(mat) * diffuse.rgb, getMaterialSpecular(mat), getMaterialShininess(mat), (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb)); }