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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag14
1 files changed, 11 insertions, 3 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
index 9657cc63a..de6e87281 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
@@ -1,6 +1,8 @@
#version 150 core
in vec3 worldPosition;
+in vec3 worldNormal;
+in vec4 worldTangent;
in vec2 texCoord;
in vec2 waveTexCoord;
in vec2 movtexCoord;
@@ -9,7 +11,6 @@ in vec2 skyTexCoord;
in vec3 vpos;
-in mat3 tangentMatrix;
in vec3 color;
uniform sampler2D diffuseTexture;
@@ -32,6 +33,7 @@ uniform vec3 eyePosition;
out vec4 fragColor;
#pragma include light.inc.frag
+#pragma include coordinatesystems.inc
void main()
{
@@ -52,16 +54,22 @@ void main()
// 2 Animated Layers of specularTexture mixed with the newCoord
vec4 specularTextureColor = texture( specularTexture, multexCoord+newCoord) + (texture( specularTexture, movtexCoord+newCoord ));
// 2 Animated Layers of normalTexture mixed with the newCoord
- vec3 normal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ vec3 tNormal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
// Animated skyTexture layer
vec4 skycolor = texture(skyTexture, skyTexCoord);
skycolor = skycolor * 0.4;
//Animated foamTexture layer
vec4 foamTextureColor = texture(foamTexture, texCoord);
+ mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
+ mat3 invertTangentMatrix = transpose(tangentMatrix);
+
+ vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+
+
// Calculate the lighting model, keeping the specular component separate
vec3 diffuseColor, specularColor;
- adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+ adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
// Combine final fragment color
vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );