axmol/tests/cpp-tests/Resources/Shaders3D/Normal.frag

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1.1 KiB
GLSL
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#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D u_normalMap;
uniform float u_kBump;
uniform vec4 u_lightPosInLocalSpace;
uniform vec2 u_contentSize;
uniform vec3 u_diffuseL;
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uniform sampler2D u_texture;
void main(void)
{
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vec4 texColor=texture2D(u_texture, v_texCoord);
vec3 normal=texture2D(u_normalMap, v_texCoord).rgb;
normal=normal*2.0-1.0;
normal.y=-normal.y;
if(u_kBump!=1.0)
{
//if the vertex.z mult kBump, then the normal.z should div kBump and re-normalize
normal=vec3(normal.x,normal.y,normal.z/u_kBump);
normal=normalize(normal);
}
vec4 curPixelPosInLocalSpace=vec4(v_texCoord.x*u_contentSize.x,(1.0-v_texCoord.y)*u_contentSize.y,0.0,1.0);
vec4 lightDir=normalize(curPixelPosInLocalSpace-u_lightPosInLocalSpace);
vec3 posToLight=-lightDir.xyz;
float normDotPosToLight=max(0.0,dot(normal,posToLight));
vec4 diffuse=vec4(normDotPosToLight*u_diffuseL,1.0);
vec4 ambient=vec4(0.5,0.5,0.5,1);
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gl_FragColor=texColor*vec4(vec3(diffuse+ambient),diffuse.a);
}