overte/libraries/render-utils/src/model_lightmap_normal_map.slf

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<@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));
}