Files
maszyna/shaders/mat_normalmap.frag
2018-07-19 18:13:07 +02:00

65 lines
1.4 KiB
GLSL

#version 330
in vec3 f_normal;
in vec2 f_coord;
in vec3 f_pos;
in mat3 f_tbn;
in vec4 f_light_pos;
#include <common>
#param (color, 0, 0, 4, diffuse)
#param (diffuse, 1, 0, 1, diffuse)
#param (specular, 1, 1, 1, specular)
#param (reflection, 1, 2, 1, zero)
#texture (diffuse, 0, sRGB_A)
uniform sampler2D diffuse;
#texture (normalmap, 1, RGB)
uniform sampler2D normalmap;
uniform sampler2DShadow shadowmap;
uniform samplerCube envmap;
#define NORMALMAP
#include <light_common.glsl>
void main()
{
vec4 tex_color = texture(diffuse, f_coord);
if (tex_color.a < opacity)
discard;
vec3 normal = normalize(f_normal);
vec3 refvec = reflect(f_pos, normal);
vec3 envcolor = texture(envmap, refvec).rgb;
vec3 result = ambient * 0.5 + param[0].rgb * emission;
if (lights_count > 0U)
{
vec2 part = calc_dir_light(lights[0]);
vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
result += mix(c, envcolor, param[1].z);
}
for (uint i = 1U; i < lights_count; i++)
{
light_s light = lights[i];
vec2 part = vec2(0.0);
if (light.type == LIGHT_SPOT)
part = calc_spot_light(light);
else if (light.type == LIGHT_POINT)
part = calc_point_light(light);
else if (light.type == LIGHT_DIR)
part = calc_dir_light(light);
result += light.color * (part.x * param[1].x + part.y * param[1].y);
}
gl_FragColor = vec4(apply_fog(result * tex_color.rgb), tex_color.a);
}