adding normal map example

This commit is contained in:
sir-irk
2025-07-08 05:05:30 -05:00
parent a92f67bf34
commit 510dc763e9
11 changed files with 566 additions and 0 deletions

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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec3 fragNormal; //used for when normal mapping is toggled off
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D normalMap;
uniform vec4 colDiffuse;
uniform vec3 viewPos;
uniform vec4 tintColor;
uniform vec3 lightPos;
uniform bool useNormalMap;
uniform float specularExponent;
// Output fragment color
out vec4 finalColor;
in mat3 TBN;
void main()
{
vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
vec3 specular = vec3(0.0);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 lightDir = normalize(lightPos - fragPosition);
vec3 normal;
if (useNormalMap)
{
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0 / 2.2));
//finalColor = vec4(normal, 1.0);
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal; //used for when normal mapping is toggled off
out vec4 fragColor;
out mat3 TBN;
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
fragColor = vertexColor;
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}