axmol/tests/cpp-tests/Source/shaders/Normal.frag

39 lines
1.2 KiB
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_normalMap;
layout(binding = 1) uniform sampler2D u_tex0;
layout(std140) uniform fs_ub {
float u_kBump;
vec4 u_lightPosInLocalSpace;
vec2 u_contentSize;
vec3 u_diffuseL;
};
layout(location = SV_Target0) out vec4 FragColor;
void main(void)
{
vec4 texColor=texture(u_tex0, v_texCoord);
vec3 normal=texture(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);
FragColor=texColor*vec4(vec3(diffuse+ambient),diffuse.a);
}