mirror of https://github.com/axmolengine/axmol.git
39 lines
1.2 KiB
GLSL
39 lines
1.2 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(location = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_normalMap;
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layout(binding = 1) uniform sampler2D u_tex0;
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layout(std140, binding = 0) uniform fs_ub {
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float u_kBump;
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vec4 u_lightPosInLocalSpace;
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vec2 u_contentSize;
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vec3 u_diffuseL;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main(void)
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{
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vec4 texColor=texture(u_tex0, v_texCoord);
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vec3 normal=texture(u_normalMap, v_texCoord).rgb;
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normal=normal*2.0-1.0;
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normal.y=-normal.y;
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if(u_kBump!=1.0)
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{
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//if the vertex.z mult kBump, then the normal.z should div kBump and re-normalize
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normal=vec3(normal.x,normal.y,normal.z/u_kBump);
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normal=normalize(normal);
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}
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vec4 curPixelPosInLocalSpace=vec4(v_texCoord.x*u_contentSize.x,(1.0-v_texCoord.y)*u_contentSize.y,0.0,1.0);
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vec4 lightDir=normalize(curPixelPosInLocalSpace-u_lightPosInLocalSpace);
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vec3 posToLight=-lightDir.xyz;
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float normDotPosToLight=max(0.0,dot(normal,posToLight));
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vec4 diffuse=vec4(normDotPosToLight*u_diffuseL,1.0);
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vec4 ambient=vec4(0.5,0.5,0.5,1);
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FragColor=texColor*vec4(vec3(diffuse+ambient),diffuse.a);
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} |