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@ -23,20 +23,20 @@ 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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vec4 texelColor = texture2D(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 err">normal; |
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vec3 nf">normal = vec3(0.0); |
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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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normal = texture2D(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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// 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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// 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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@ -56,7 +56,7 @@ void main() |
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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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vec4 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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