mirror of https://github.com/bkaradzic/bgfx
81 lines
2.2 KiB
Scala
81 lines
2.2 KiB
Scala
$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2
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/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "../common/common.sh"
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SAMPLER2D(s_albedo, 0);
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SAMPLER2D(s_normal, 1);
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// struct ModelUniforms
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uniform vec4 u_modelParams[2];
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#define u_color (u_modelParams[0].xyz)
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#define u_lightPosition (u_modelParams[1].xyz)
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// http://www.thetenthplanet.de/archives/1180
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// "followup: normal mapping without precomputed tangents"
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mat3 cotangentFrame(vec3 N, vec3 p, vec2 uv)
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{
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// get edge vectors of the pixel triangle
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vec3 dp1 = dFdx(p);
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vec3 dp2 = dFdy(p);
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vec2 duv1 = dFdx(uv);
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vec2 duv2 = dFdy(uv);
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// solve the linear system
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vec3 dp2perp = cross(dp2, N);
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vec3 dp1perp = cross(N, dp1);
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vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
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vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
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// construct a scale-invariant frame
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float invMax = inversesqrt(max(dot(T,T), dot(B,B)));
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return mat3(T*invMax, B*invMax, N);
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}
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void main()
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{
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vec3 albedo = toLinear(texture2D(s_albedo, v_texcoord0).xyz);
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// get vertex normal
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vec3 normal = normalize(v_normal);
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// get normal map normal, unpack, and calculate z
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vec3 normalMap;
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normalMap.xy = texture2D(s_normal, v_texcoord0).xy;
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normalMap.xy = normalMap.xy * 2.0 - 1.0;
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normalMap.z = sqrt(1.0 - dot(normalMap.xy, normalMap.xy));
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// swap x and y, because the brick texture looks flipped, don't copy this...
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normalMap.xy = -normalMap.yx;
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// perturb geometry normal by normal map
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vec3 pos = v_texcoord1.xyz; // contains world space pos
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mat3 TBN = cotangentFrame(normal, pos, v_texcoord0);
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vec3 bumpedNormal = normalize(instMul(TBN, normalMap));
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vec3 light = (u_lightPosition - pos);
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light = normalize(light);
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float NdotL = saturate(dot(bumpedNormal, light));
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float diffuse = NdotL * 1.0;
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vec3 V = v_texcoord2.xyz; // contains view vector
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vec3 H = normalize(V+light);
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float NdotH = saturate(dot(bumpedNormal, H));
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float specular = 5.0 * pow(NdotH, 256);
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float ambient = 0.1;
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float lightAmount = ambient + diffuse;
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vec3 color = u_color * albedo * lightAmount + specular;
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// leave color in linear space for better dof filter result
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gl_FragColor = vec4(color, 1.0);
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}
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