stk-code_catmod/data/shaders/instanced_normalmap.frag
2014-12-18 22:09:14 +01:00

36 lines
1.0 KiB
GLSL

#ifndef Use_Bindless_Texture
uniform sampler2D normalMap;
uniform sampler2D glossMap;
#endif
#ifdef Use_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 Use_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 = gloss;
}