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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.frag12
1 files changed, 9 insertions, 3 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
index ea54a87f1..4a417ab34 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
@@ -1,6 +1,8 @@
#define FP highp
varying FP vec3 worldPosition;
+varying FP vec3 worldNormal;
+varying FP vec4 worldTangent;
varying FP vec2 texCoord;
varying FP vec2 waveTexCoord;
varying FP vec2 movtexCoord;
@@ -9,7 +11,6 @@ varying FP vec2 skyTexCoord;
varying FP vec3 vpos;
-varying FP mat3 tangentMatrix;
varying FP vec3 color;
uniform FP sampler2D diffuseTexture;
@@ -30,6 +31,7 @@ uniform FP float normalAmount;
uniform FP vec3 eyePosition;
#pragma include light.inc.frag
+#pragma include coordinatesystems.inc
void main()
{
@@ -50,16 +52,20 @@ void main()
// 2 Animated Layers of specularTexture mixed with the newCoord
FP vec4 specularTextureColor = texture2D( specularTexture, multexCoord+newCoord) + (texture2D( specularTexture, movtexCoord+newCoord ));
// 2 Animated Layers of normalTexture mixed with the newCoord
- FP vec3 normal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ FP vec3 tNormal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
// Animated skyTexture layer
FP vec4 skycolor = texture2D(skyTexture, skyTexCoord);
skycolor = skycolor * 0.4;
//Animated foamTexture layer
FP vec4 foamTextureColor = texture2D(foamTexture, texCoord);
+ FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
+ FP mat3 invertTangentMatrix = transpose(tangentMatrix);
+ FP vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+
// Calculate the lighting model, keeping the specular component separate
FP vec3 diffuseColor, specularColor;
- adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+ adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
// Combine final fragment color
FP vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );