Ginger3D/bin/target/classes/shaders/normalMapFragmentShader.glsl

53 lines
1.6 KiB
GLSL

#version 400
in vec2 pass_textureCoordinates;
in vec3 toLightVector[4];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform sampler2D normalMap;
uniform vec3 lightColour[4];
uniform vec3 attenuation[4];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
vec4 normalMapValue = 2.0 * texture(normalMap, pass_textureCoordinates) - 1.0;
vec3 unitNormal = normalize(normalMapValue.rgb);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<4;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal,unitLightVector);
float brightness = max(nDotl,0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);
float specularFactor = dot(reflectedLightDirection , unitVectorToCamera);
specularFactor = max(specularFactor,0.0);
float dampedFactor = pow(specularFactor,shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
vec4 textureColour = texture(modelTexture,pass_textureCoordinates);
if(textureColour.a<0.5){
discard;
}
out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular,1.0);
out_Color = mix(vec4(skyColour,1.0),out_Color, visibility);
}