Last change
on this file was
12115,
checked in by wiesep, 6 years ago
|
Changed folder structure, deletet some unused files and cleaned up code
|
File size:
1.1 KB
|
Rev | Line | |
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[12115] | 1 | #version 120 |
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| 2 | |
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| 3 | uniform vec3 lightDiffuse; |
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| 4 | uniform vec3 lightSpecular; |
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| 5 | uniform vec4 scaleBias; |
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| 6 | |
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| 7 | uniform sampler2D normalHeightMap; |
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| 8 | uniform sampler2D diffuseMap; |
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| 9 | |
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| 10 | varying vec3 oEyeDir; |
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| 11 | varying vec3 oLightDir; |
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| 12 | varying vec3 oHalfAngle; |
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| 13 | varying vec4 oUv0; |
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| 14 | |
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| 15 | // Expand a range-compressed vector |
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| 16 | vec3 expand(vec3 v) |
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| 17 | { |
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| 18 | return (v - 0.5) * 2.0; |
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| 19 | } |
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| 20 | |
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| 21 | void main() |
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| 22 | { |
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| 23 | // Get the height using the tex coords |
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| 24 | float height = texture2D(normalHeightMap, oUv0.xy).a; |
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| 25 | |
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| 26 | // Calculate displacement |
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| 27 | float displacement = (height * scaleBias.x) + scaleBias.y; |
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| 28 | |
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| 29 | vec3 uv2 = vec3(oUv0.xy, 1.0); |
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| 30 | |
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| 31 | // calculate the new tex coord to use for normal and diffuse |
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| 32 | vec2 newTexCoord = ((oEyeDir * displacement) + uv2).xy; |
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| 33 | |
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| 34 | // get the new normal and diffuse values |
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| 35 | vec3 normal = expand(texture2D(normalHeightMap, newTexCoord).xyz); |
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| 36 | vec3 diffuse = texture2D(diffuseMap, newTexCoord).xyz; |
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| 37 | vec3 specular = pow(clamp(dot(normal, oHalfAngle), 0.0, 1.0), 32.0) * lightSpecular; |
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| 38 | |
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| 39 | vec3 col = diffuse * (clamp(dot(normal, oLightDir), 0.0, 1.0) * lightDiffuse) + specular; |
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| 40 | gl_FragColor = vec4(col, 1.0); |
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| 41 | } |
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