90 lines
3.3 KiB
Plaintext
90 lines
3.3 KiB
Plaintext
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Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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IN THE SOFTWARE.
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-------------------------------------------------------------------------------
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Tangent space normal mapping shader for a single directional light source.
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The tangent vector is passed to the vertex shader in gl_MultiTexCoord1. The
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tangent vector is assumed to be a four component vector. The tangent vector's
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w component indicates the handedness of the local tangent space at this vertex.
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The handedness is used to calculate the bitangent vector. The reason for the
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inclusion of the handedness component is to allow for triangles with mirrored
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texture mappings.
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-------------------------------------------------------------------------------
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[vert]
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#version 110
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varying vec3 lightDir;
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varying vec3 halfVector;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n = normalize(gl_NormalMatrix * gl_Normal);
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vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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vec3 b = cross(n, t) * gl_MultiTexCoord1.w;
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mat3 tbnMatrix = mat3(t.x, b.x, n.x,
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t.y, b.y, n.y,
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t.z, b.z, n.z);
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lightDir = gl_LightSource[0].position.xyz;
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lightDir = tbnMatrix * lightDir;
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halfVector = gl_LightSource[0].halfVector.xyz;
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halfVector = tbnMatrix * halfVector;
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}
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[frag]
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#version 110
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uniform sampler2D colorMap;
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uniform sampler2D normalMap;
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uniform float materialAlpha;
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varying vec3 lightDir;
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varying vec3 halfVector;
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void main()
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{
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vec3 n = normalize(texture2D(normalMap, gl_TexCoord[0].st).rgb * 2.0 - 1.0);
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vec3 l = normalize(lightDir);
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vec3 h = normalize(halfVector);
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float nDotL = max(0.0, dot(n, l));
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float nDotH = max(0.0, dot(n, h));
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float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
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vec4 ambient = gl_FrontLightProduct[0].ambient;
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vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
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vec4 specular = gl_FrontLightProduct[0].specular * power;
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vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
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gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
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gl_FragColor.a = materialAlpha;
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}
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