stk-code_catmod/data/shaders/normalmap.frag

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#version 130
uniform sampler2D texture; //The texture
uniform sampler2D normalMap; //The bump-map
noperspective in vec3 tangent;
noperspective in vec3 bitangent;
noperspective in vec3 normal;
vec4 encdepth(float v) {
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0/255.0, 1.0/255.0, 1.0/255.0, 0.0);
return enc;
}
void main()
{
// normal in Tangent Space
vec3 TS_normal = 2.0 * texture2D (normalMap, gl_TexCoord[0].st).rgb - 1.0;
// Because of interpolation, we need to renormalize
vec3 Frag_tangent = normalize(tangent);
vec3 Frag_bitangent = normalize(cross(normal, tangent));
vec3 Frag_normal = cross(Frag_tangent, Frag_bitangent);
vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent + TS_normal.z * Frag_normal;
FragmentNormal = normalize(FragmentNormal);
gl_FragData[0] = texture2D (texture, gl_TexCoord[0].st);
gl_FragData[1] = vec4(0.5 * FragmentNormal + 0.5, 1.0);
gl_FragData[2] = vec4(encdepth(gl_FragCoord.z).xyz, 0.0);
}