#version 120 // // model_shadow_normal_map.frag // fragment shader // // Created by Andrzej Kapolka on 5/23/14. // Copyright 2014 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 // // the maximum number of local lights to apply const int MAX_LOCAL_LIGHTS = 2; // the color of each local light uniform vec4 localLightColors[MAX_LOCAL_LIGHTS]; // the direction of each local light uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS]; // the diffuse texture uniform sampler2D diffuseMap; // the normal map texture uniform sampler2D normalMap; // the shadow texture uniform sampler2DShadow shadowMap; // the inverse of the size of the shadow map const float shadowScale = 1.0 / 2048.0; // the interpolated position varying vec4 interpolatedPosition; // 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); // add up the local lights vec4 viewNormal = vec4(normalizedTangent * localNormal.x + normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0); vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0); for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) { localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i])); } // compute the base color based on OpenGL lighting model float diffuse = dot(viewNormal, gl_LightSource[0].position); float facingLight = step(0.0, diffuse) * 0.25 * (shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r + shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r + shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r + shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r); vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight); // compute the specular component (sans exponent) float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal)); // modulate texture by base color and add specular contribution gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0); }