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#version 150 core
in vec3 worldPosition;
in vec3 worldNormal;
in vec4 worldTangent;
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform sampler2D normalTexture;
uniform vec4 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
#pragma include phong.inc.frag
#pragma include coordinatesystems.inc
void main()
{
// Sample the textures at the interpolated texCoords
vec4 diffuseTextureColor = texture( diffuseTexture, texCoord );
vec4 specularTextureColor = texture( specularTexture, texCoord );
vec3 tNormal = 2.0 * texture( normalTexture, texCoord ).rgb - vec3( 1.0 );
mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
mat3 invertTangentMatrix = transpose(tangentMatrix);
vec3 wNormal = normalize(invertTangentMatrix * tNormal);
vec3 worldView = normalize(eyePosition - worldPosition);
fragColor = phongFunction(ka, diffuseTextureColor, specularTextureColor, shininess, worldPosition, worldView, wNormal);
}
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