stk-code_catmod/data/shaders/instanced_normalmap.frag

37 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 fourthhandle;
#endif
in vec3 tangent;
in vec3 bitangent;
in vec3 nor;
flat in float bitangent_sign;
in vec2 uv;
out vec3 EncodedNormal;
#stk_include "utils/encode_normal.frag"
void main()
{
// normal in Tangent Space
#ifdef Use_Bindless_Texture
vec3 TS_normal = 2.0 * texture(fourthhandle, 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(nor);
vec3 Frag_bitangent = normalize(cross(Frag_normal, tangent) * bitangent_sign);
vec3 FragmentNormal = mat3(Frag_tangent, Frag_bitangent, Frag_normal) * TS_normal;
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
EncodedNormal.z = gloss;
}