d642bc1489
Use a more economical rtt format.
23 lines
666 B
GLSL
23 lines
666 B
GLSL
#version 130
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uniform sampler2D normalMap;
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noperspective in vec3 tangent;
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noperspective in vec3 bitangent;
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in vec2 uv;
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out 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 * 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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FragmentNormal = normalize(FragmentNormal);
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Normal = 0.5 * FragmentNormal + 0.5, gl_FragCoord.z;
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}
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