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#define FP highp
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec4 worldTangent;
varying FP vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
// TODO: Replace with a struct
uniform FP vec4 ka; // Ambient reflectivity
uniform FP vec4 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
uniform FP vec3 eyePosition;
#pragma include light.inc.frag
#pragma include coordinatesystems.inc
void main()
{
// Sample the textures at the interpolated texCoords
FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord );
FP vec3 tNormal = 2.0 * texture2D( normalTexture, texCoord ).rgb - vec3( 1.0 );
FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
FP mat3 invertTangentMatrix = transpose(tangentMatrix);
FP vec3 wNormal = normalize(invertTangentMatrix * tNormal);
FP vec3 worldView = normalize(eyePosition - worldPosition);
gl_FragColor = phongFunction(ka, diffuseTextureColor, ks, shininess, worldPosition, worldView, wNormal);
}
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