#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform sampler2D HeightMap; | |
varying vec2 TextureCoord; | |
varying vec3 NormalEye; | |
varying vec3 TangentEye; | |
varying vec3 BitangentEye; | |
void main(void) | |
{ | |
const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0); | |
const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0); | |
const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0); | |
const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0); | |
const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0); | |
const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0); | |
const float MaterialShininess = 100.0; | |
const float height_factor = 13.0; | |
// Get the data from the height map | |
float height0 = texture2D(HeightMap, TextureCoord).x; | |
float heightX = texture2D(HeightMap, TextureCoord + vec2(TextureStepX, 0.0)).x; | |
float heightY = texture2D(HeightMap, TextureCoord + vec2(0.0, TextureStepY)).x; | |
vec2 dh = vec2(heightX - height0, heightY - height0); | |
// Adjust the normal based on the height map data | |
vec3 N = NormalEye - height_factor * dh.x * TangentEye - | |
height_factor * dh.y * BitangentEye; | |
N = normalize(N); | |
// In the lighting model we are using here (Blinn-Phong with light at | |
// infinity, viewer at infinity), the light position/direction and the | |
// half vector is constant for the all the fragments. | |
vec3 L = normalize(LightSourcePosition.xyz); | |
vec3 H = normalize(LightSourceHalfVector); | |
// Calculate the diffuse color according to Lambertian reflectance | |
vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0); | |
// Calculate the ambient color | |
vec4 ambient = MaterialAmbient * LightSourceAmbient; | |
// Calculate the specular color according to the Blinn-Phong model | |
vec4 specular = MaterialSpecular * LightSourceSpecular * | |
pow(max(dot(N,H), 0.0), MaterialShininess); | |
// Calculate the final color | |
gl_FragColor = ambient + specular + diffuse; | |
//gl_FragColor = vec4(height_diff_raw.xy, 0.0, 1.0); | |
//gl_FragColor = vec4(height_diff_scaled.xy, 0.0, 1.0); | |
//gl_FragColor = vec4(Tangent, 1.0); | |
} |