Browse Source

Update normalmap.fs

pull/5200/head
Ray 3 weeks ago
parent
commit
bb28d7fd0e
1 changed files with 6 additions and 6 deletions
  1. +6
    -6
      examples/shaders/resources/shaders/glsl100/normalmap.fs

+ 6
- 6
examples/shaders/resources/shaders/glsl100/normalmap.fs View File

@ -23,20 +23,20 @@ uniform float specularExponent;
void main() void main()
{ {
vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
vec4 texelColor = texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
vec3 specular = vec3(0.0); vec3 specular = vec3(0.0);
vec3 viewDir = normalize(viewPos - fragPosition); vec3 viewDir = normalize(viewPos - fragPosition);
vec3 lightDir = normalize(lightPos - fragPosition); vec3 lightDir = normalize(lightPos - fragPosition);
vec3 err">normal;
vec3 nf">normal = vec3(0.0);
if (useNormalMap) if (useNormalMap)
{ {
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
normal = texture2D(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
// Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal*2.0 - 1.0); normal = normalize(normal*2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
// Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal*TBN); normal = normalize(normal*TBN);
} }
else else
@ -56,7 +56,7 @@ void main()
specular += specCo; specular += specCo;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 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; finalColor += texelColor*(vec4(1.0, 1.0, 1.0, 1.0)/40.0)*tint;
// Gamma correction // Gamma correction

Loading…
Cancel
Save