fysxasteroids/data/shaders/normal_mapping.glsl

90 lines
3.3 KiB
GLSL

Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
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Tangent space normal mapping shader for a single directional light source.
The tangent vector is passed to the vertex shader in gl_MultiTexCoord1. The
tangent vector is assumed to be a four component vector. The tangent vector's
w component indicates the handedness of the local tangent space at this vertex.
The handedness is used to calculate the bitangent vector. The reason for the
inclusion of the handedness component is to allow for triangles with mirrored
texture mappings.
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[vert]
#version 110
varying vec3 lightDir;
varying vec3 halfVector;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
vec3 b = cross(n, t) * gl_MultiTexCoord1.w;
mat3 tbnMatrix = mat3(t.x, b.x, n.x,
t.y, b.y, n.y,
t.z, b.z, n.z);
lightDir = gl_LightSource[0].position.xyz;
lightDir = tbnMatrix * lightDir;
halfVector = gl_LightSource[0].halfVector.xyz;
halfVector = tbnMatrix * halfVector;
}
[frag]
#version 110
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform float materialAlpha;
varying vec3 lightDir;
varying vec3 halfVector;
void main()
{
vec3 n = normalize(texture2D(normalMap, gl_TexCoord[0].st).rgb * 2.0 - 1.0);
vec3 l = normalize(lightDir);
vec3 h = normalize(halfVector);
float nDotL = max(0.0, dot(n, l));
float nDotH = max(0.0, dot(n, h));
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
vec4 ambient = gl_FrontLightProduct[0].ambient;
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
vec4 specular = gl_FrontLightProduct[0].specular * power;
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
gl_FragColor.a = materialAlpha;
}