$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2 /* * Copyright 2021 elven cache. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #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); }