#ifndef GL_ARB_bindless_texture uniform sampler2D normalMap; uniform sampler2D glossMap; #endif #ifdef GL_ARB_bindless_texture flat in sampler2D secondhandle; flat in sampler2D thirdhandle; #endif in vec3 tangent; in vec3 bitangent; in vec2 uv; out vec3 EncodedNormal; vec2 EncodeNormal(vec3 n); void main() { // normal in Tangent Space #ifdef GL_ARB_bindless_texture vec3 TS_normal = 2.0 * texture(thirdhandle, uv).rgb - 1.0; float gloss = texture(secondhandle, uv).x; #else vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0; float gloss = texture(glossMap, uv).x; #endif // 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; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5; EncodedNormal.z = exp2(10. * gloss + 1.); }