grk464933/cw 7/shaders/shader_normal_mapping.frag
2024-02-02 11:19:35 +01:00

29 lines
573 B
GLSL

#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform sampler2D colorTexture;
uniform sampler2D normalSampler;
in vec3 worldPos;
in vec2 vecTex;
in vec3 viewDirTS;
in vec3 lightDirTS;
out vec4 outColor;
void main()
{
vec3 L = normalize(lightDirTS);
vec3 V = normalize(viewDirTS);
vec3 normal = vec3(0,0,1);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
vec3 N = texture2D(normalSampler, vecTex).xyz;
N = 2.0 * N - 1.0;
N = normalize(N);
float diffuse=max(0,dot(normal,L));
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
}