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- uniform sampler2D baseTexture;
- uniform sampler2D normalTexture;
- uniform vec3 yawVec;
- varying lowp vec4 varColor;
- varying mediump vec2 varTexCoord;
- void main (void)
- {
- vec2 uv = varTexCoord.st;
- //texture sampling rate
- const float step = 1.0 / 256.0;
- float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r;
- float t = texture2D(normalTexture, vec2(uv.x, uv.y + step)).r;
- float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r;
- float r = texture2D(normalTexture, vec2(uv.x + step, uv.y )).r;
- float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r;
- float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r;
- float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
- float l = texture2D(normalTexture, vec2(uv.x - step, uv.y )).r;
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0);
- float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0;
- vec4 base = texture2D(baseTexture, uv).rgba;
- vec3 L = normalize(vec3(0.0, 0.75, 1.0));
- float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0);
- float diffuse = dot(yawVec, bump.xyz);
- vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
- vec4 col = vec4(color.rgb, base.a);
- col *= varColor;
- gl_FragColor = vec4(col.rgb, base.a);
- }
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