#version 120 uniform sampler2D nv_t_diffuse; uniform sampler2D nv_t_specular; uniform sampler2D nv_t_normal; uniform vec4 light_diffuse; uniform vec4 light_specular; uniform mat4 nv_m_view_inv; varying vec2 v_texcoord; varying vec3 v_normal; varying vec3 v_light_vector; varying vec3 v_view_vector; varying vec4 v_position; varying mat3 v_m33_tangent; void main(void) { vec2 texcoord = v_texcoord; // vec4 encoded_normal = texture2D( nv_t_normal, texcoord ); encoded_normal.y = 1 - encoded_normal.y; vec3 local_coords = 2.0 * encoded_normal.rgb - vec3(1.0); vec3 normal_direction = normalize(v_m33_tangent * local_coords); vec3 view_direction = normalize(vec3(nv_m_view_inv * vec4(0.0, 0.0, 0.0, 1.0) - v_position)); vec3 nnormal = normal_direction; // // vec3 nnormal = normalize( v_normal ); vec3 nlight_vector = normalize( v_light_vector ); vec3 nview_vector = normalize( v_view_vector ); vec3 nreflect_vector = reflect( -nlight_vector, nnormal ); float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 ); specular_value = pow( specular_value, 6.0 ); float diffuse_value = max( dot( nlight_vector, nnormal ), 0.0 ); vec3 diff_texel = vec3( texture2D( nv_t_diffuse, texcoord ) ); vec4 spec_texel = texture2D( nv_t_specular, texcoord ); float specular_amount = spec_texel.x; float diffuse_amount = 1.0 - specular_amount; float final_specular = specular_amount * specular_value; float final_diffuse = diffuse_amount * diffuse_value; vec3 diffuse_color = light_diffuse.xyz * final_diffuse * diff_texel; vec3 specular_color = light_specular.xyz * final_specular; gl_FragColor = vec4( diffuse_color + specular_color, 1.0 ); }