| uniform sampler2D NormalMap; |
| uniform mat4 NormalMatrix; |
| |
| varying vec2 TextureCoord; |
| |
| 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; |
| |
| // Get the raw normal XYZ data from the normal map |
| vec3 normal_raw = texture2D(NormalMap, TextureCoord).xyz; |
| // Map "color" range [0, 1.0] to normal range [-1.0, 1.0] |
| vec3 normal_scaled = normal_raw * 2.0 - 1.0; |
| |
| // Convert the normal to eye coordinates. Note that the normal map |
| // we are using is using object coordinates (not tangent!) for the |
| // normals, so we can multiply by the NormalMatrix as usual. |
| vec3 N = normalize(vec3(NormalMatrix * vec4(normal_scaled, 1.0))); |
| |
| // 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; |
| } |