$input v_normal, v_texcoord0, v_texcoord1 #include "../common/common.sh" #include "parameters.sh" #include "normal_encoding.sh" SAMPLER2D(s_albedo, 0); SAMPLER2D(s_normal, 1); // 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)); // need some proxy for roughness value w/o roughness texture // assume horizontal (blue) normal map is smooth, and then // modulate with albedo for some higher frequency detail float roughness = normalMap.z * mix(0.9, 1.0, albedo.y); roughness = roughness * 0.6 + 0.2; vec3 bufferNormal = NormalEncode(bumpedNormal); gl_FragData[0] = vec4(toGamma(albedo), 1.0); gl_FragData[1] = vec4(bufferNormal, roughness); }