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Shaders
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#version 330 | |
in vec2 v_tex_pos; | |
in vec3 v_light_dir_tansp; | |
out vec4 color; | |
uniform sampler2D tex; | |
uniform sampler2D normal_map; | |
void main() { | |
vec3 norm = texture(normal_map, v_tex_pos).rgb * 2.0 - 1.0; | |
float diffuse = dot(normalize(norm), normalize(v_light_dir_tansp)); | |
diffuse = clamp(diffuse, 0.0, 1.0); | |
color = texture(tex, v_tex_pos) * diffuse; | |
} |
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#version 330 | |
in vec4 pos; | |
in vec3 norm; | |
in vec2 tex_pos; | |
in vec3 tangent; | |
out vec2 v_tex_pos; | |
out vec3 v_light_dir_tansp; | |
uniform mat4 view; | |
uniform mat4 view_projection; | |
const vec3 light_pos = vec3(50.0, 25.0, 50.0); | |
void main() { | |
vec3 norm_viewsp = mat3(view) * normalize(norm); | |
vec3 tangent_viewsp = mat3(view) * normalize(tangent); | |
vec3 bitangent_viewsp = cross(tangent_viewsp, norm_viewsp); | |
mat3 tbn = transpose(mat3(tangent_viewsp, bitangent_viewsp, norm_viewsp)); | |
vec3 light_dir = light_pos - pos.xyz; | |
vec3 light_dir_viewsp = mat3(view) * light_dir; | |
v_tex_pos = tex_pos; | |
v_light_dir_tansp = tbn * light_dir_viewsp; | |
gl_Position = view_projection * pos; | |
} |
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