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- $input v_normal, v_texcoord0, v_texcoord1, v_texcoord2
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- SAMPLER2D(s_albedo, 0);
- SAMPLER2D(s_normal, 1);
- // struct ModelUniforms
- uniform vec4 u_modelParams[2];
- #define u_color (u_modelParams[0].xyz)
- #define u_lightPosition (u_modelParams[1].xyz)
- // http://www.thetenthplanet.de/archives/1180
- // "followup: normal mapping without precomputed tangents"
- mat3 cotangentFrame(vec3 N, vec3 p, vec2 uv)
- {
- // get edge vectors of the pixel triangle
- vec3 dp1 = dFdx(p);
- vec3 dp2 = dFdy(p);
- vec2 duv1 = dFdx(uv);
- vec2 duv2 = dFdy(uv);
- // solve the linear system
- vec3 dp2perp = cross(dp2, N);
- vec3 dp1perp = cross(N, dp1);
- vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
- vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
- // construct a scale-invariant frame
- float invMax = inversesqrt(max(dot(T,T), dot(B,B)));
- return mat3(T*invMax, B*invMax, N);
- }
- void main()
- {
- vec3 albedo = toLinear(texture2D(s_albedo, v_texcoord0).xyz);
- // get vertex normal
- vec3 normal = normalize(v_normal);
- // get normal map normal, unpack, and calculate z
- vec3 normalMap;
- normalMap.xy = texture2D(s_normal, v_texcoord0).xy;
- normalMap.xy = normalMap.xy * 2.0 - 1.0;
- normalMap.z = sqrt(1.0 - dot(normalMap.xy, normalMap.xy));
- // swap x and y, because the brick texture looks flipped, don't copy this...
- normalMap.xy = -normalMap.yx;
- // perturb geometry normal by normal map
- vec3 pos = v_texcoord1.xyz; // contains world space pos
- mat3 TBN = cotangentFrame(normal, pos, v_texcoord0);
- vec3 bumpedNormal = normalize(instMul(TBN, normalMap));
- vec3 light = (u_lightPosition - pos);
- light = normalize(light);
- float NdotL = saturate(dot(bumpedNormal, light));
- float diffuse = NdotL * 1.0;
- vec3 V = v_texcoord2.xyz; // contains view vector
- vec3 H = normalize(V+light);
- float NdotH = saturate(dot(bumpedNormal, H));
- float specular = 5.0 * pow(NdotH, 256);
- float ambient = 0.1;
- float lightAmount = ambient + diffuse;
- vec3 color = u_color * albedo * lightAmount + specular;
- // leave color in linear space for better dof filter result
- gl_FragColor = vec4(color, 1.0);
- }
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