stk-code_catmod/data/shaders/normalmap.frag

22 lines
663 B
GLSL
Raw Normal View History

#version 130
2014-01-17 17:50:06 -05:00
uniform sampler2D normalMap;
noperspective in vec3 tangent;
noperspective in vec3 bitangent;
in vec2 uv;
void main()
{
// normal in Tangent Space
vec3 TS_normal = 2.0 * texture2D (normalMap, uv).rgb - 1.0;
// Because of interpolation, we need to renormalize
vec3 Frag_tangent = normalize(tangent);
vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent));
vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
FragmentNormal = normalize(FragmentNormal);
2014-01-17 17:50:06 -05:00
gl_FragColor = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z);
}