4f36e43b14
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14797 178a84e3-b1eb-0310-8ba1-8eac791a3b58
27 lines
837 B
GLSL
27 lines
837 B
GLSL
#version 130
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uniform sampler2D texture; //The texture
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uniform sampler2D normalMap; //The bump-map
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noperspective in vec3 tangent;
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noperspective in vec3 bitangent;
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noperspective in vec3 normal;
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void main()
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{
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// normal in Tangent Space
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vec3 TS_normal = 2.0 * texture2D (normalMap, gl_TexCoord[0].st).rgb - 1.0;
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// Because of interpolation, we need to renormalize
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vec3 Frag_tangent = normalize(tangent);
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vec3 Frag_bitangent = normalize(cross(normal, tangent));
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vec3 Frag_normal = cross(Frag_tangent, Frag_bitangent);
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vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent + TS_normal.z * Frag_normal;
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FragmentNormal = normalize(FragmentNormal);
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gl_FragData[0] = texture2D (texture, gl_TexCoord[0].st);
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gl_FragData[1] = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z);
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gl_FragData[2] = vec4(0.);
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}
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