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63 lines
1.7 KiB
GLSL
63 lines
1.7 KiB
GLSL
#version 120
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal; //used for when normal mapping is toggled off
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varying vec4 fragColor;
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varying mat3 TBN;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D normalMap;
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uniform vec4 colDiffuse;
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uniform vec3 viewPos;
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// NOTE: Add your custom variables here
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uniform vec3 lightPos;
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uniform bool useNormalMap;
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uniform float specularExponent;
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void main()
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{
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vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
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vec3 specular = vec3(0.0);
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vec3 viewDir = normalize(viewPos - fragPosition);
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vec3 lightDir = normalize(lightPos - fragPosition);
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vec3 normal;
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if (useNormalMap)
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{
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normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
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//Transform normal values to the range -1.0 ... 1.0
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normal = normalize(normal * 2.0 - 1.0);
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//Transform the normal from tangent-space to world-space for lighting calculation
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normal = normalize(normal * TBN);
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}
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else
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{
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normal = normalize(fragNormal);
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}
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vec4 tint = colDiffuse * fragColor;
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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float NdotL = max(dot(normal, lightDir), 0.0);
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vec3 lightDot = lightColor * NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
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specular += specCo;
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finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
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finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
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// Gamma correction
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gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
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}
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