mirror of
https://github.com/overte-org/overte.git
synced 2025-04-26 01:56:22 +02:00
41 lines
1.5 KiB
GLSL
41 lines
1.5 KiB
GLSL
#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;
|
|
}
|