3cd85a829e
This allows to remove manual conversion in normalmap shader.
32 lines
793 B
GLSL
32 lines
793 B
GLSL
uniform sampler2D normalMap;
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#if __VERSION__ >= 130
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in vec3 tangent;
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in vec3 bitangent;
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in vec2 uv;
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out vec3 EncodedNormal;
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#else
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varying vec3 tangent;
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varying vec3 bitangent;
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varying vec2 uv;
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#define EncodedNormal gl_FragColor.xy
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#endif
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vec2 EncodeNormal(vec3 n);
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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 * texture(normalMap, uv).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_normal = normalize(cross(Frag_tangent, bitangent));
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vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
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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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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
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EncodedNormal.z = 1.;
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}
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