1 | #version 120
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2 |
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3 | uniform sampler2D nv_t_diffuse;
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4 | uniform sampler2D nv_t_specular;
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5 | uniform sampler2D nv_t_normal;
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6 | uniform vec4 light_diffuse;
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7 | uniform vec4 light_specular;
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8 | uniform mat4 nv_m_view_inv;
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9 |
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10 | varying vec2 v_texcoord;
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11 | varying vec3 v_normal;
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12 | varying vec3 v_light_vector;
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13 | varying vec3 v_view_vector;
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14 | varying vec4 v_position;
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15 | varying mat3 v_m33_tangent;
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16 |
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17 | void main(void) {
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18 | vec2 texcoord = v_texcoord;
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19 | //
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20 | vec4 encoded_normal = texture2D( nv_t_normal, texcoord );
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21 | encoded_normal.y = 1 - encoded_normal.y;
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22 | vec3 local_coords = 2.0 * encoded_normal.rgb - vec3(1.0);
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23 | vec3 normal_direction = normalize(v_m33_tangent * local_coords);
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24 | vec3 view_direction = normalize(vec3(nv_m_view_inv * vec4(0.0, 0.0, 0.0, 1.0) - v_position));
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25 | vec3 nnormal = normal_direction;
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26 | //
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27 |
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28 | // vec3 nnormal = normalize( v_normal );
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29 | vec3 nlight_vector = normalize( v_light_vector );
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30 | vec3 nview_vector = normalize( v_view_vector );
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31 | vec3 nreflect_vector = reflect( -nlight_vector, nnormal );
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32 |
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33 | float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 );
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34 | specular_value = pow( specular_value, 6.0 );
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35 | float diffuse_value = max( dot( nlight_vector, nnormal ), 0.0 );
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36 |
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37 | vec3 diff_texel = vec3( texture2D( nv_t_diffuse, texcoord ) );
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38 | vec4 spec_texel = texture2D( nv_t_specular, texcoord );
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39 |
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40 | float specular_amount = spec_texel.x;
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41 | float diffuse_amount = 1.0 - specular_amount;
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42 |
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43 | float final_specular = specular_amount * specular_value;
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44 | float final_diffuse = diffuse_amount * diffuse_value;
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45 |
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46 | vec3 diffuse_color = light_diffuse.xyz * final_diffuse * diff_texel;
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47 | vec3 specular_color = light_specular.xyz * final_specular;
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48 |
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49 | gl_FragColor = vec4( diffuse_color + specular_color, 1.0 );
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50 | } |
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