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#version 120 | |
varying vec2 TexCoords; | |
varying vec2 LightmapCoords; | |
//varying vec3 Normal; | |
varying vec4 Color; | |
attribute vec3 vaNormal; | |
attribute vec3 at_tangent; | |
// The texture atlas | |
uniform sampler2D texture; | |
uniform sampler2D normals; | |
void main(){ | |
// Sample from texture atlas and account for biome color + ambien occlusion | |
vec4 albedo = texture2D(texture, TexCoords) * Color; | |
vec4 normal_tex = texture2D(normals, TexCoords); | |
vec3 Normal; | |
Normal.xy = normal_tex.xy * 2.0 - 1.0; | |
Normal.z = sqrt(1.0-dot(Normal.xy, Normal.xy)); | |
// Create TBN matrix | |
vec3 binormal = cross(at_tangent, vaNormal) | |
mat3 TBN = mat3(at_tangent, binormal,vaNormal) | |
Normal = TBN * Normal; | |
Normal = Normal * 0.5 + 0.5; | |
/* DRAWBUFFERS:01 */ | |
// Write the values to the color textures | |
gl_FragData[0] = albedo; | |
gl_FragData[1] = vec4(Normal, 1.0f); | |
gl_FragData[2] = vec4(LightmapCoords, 0.0f, 1.0f); | |
} |
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