Created
June 23, 2016 08:36
-
-
Save feliwir/303d76b491c2b1ad7e0495108f55127a to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 400 core | |
in vec3 position; | |
in vec2 uv; | |
in vec3 normal; | |
in vec3 material; | |
uniform vec3 cameraPos; | |
uniform vec3 lightDir; | |
uniform sampler2DArray albedoTex; | |
uniform sampler2DArray normalTex; | |
uniform sampler2DArray specularTex; | |
uniform sampler2DArray ambientTex; | |
out vec4 color; | |
void main() | |
{ | |
vec3 albedo = texture(albedoTex, vec3(uv, material[0])).rgb; | |
float ambient = texture(ambientTex, vec3(uv, material[0])).r; | |
float spec = texture(specularTex, vec3(uv, material[0])).r; | |
vec3 texNormal = texture(normalTex, vec3(uv, material[0])).rgb; | |
//texture blending | |
albedo = mix(albedo, texture(albedoTex, vec3(uv, material[1])).rgb, material[2]); | |
ambient = mix(ambient,texture(ambientTex, vec3(uv, material[1])).r, material[2]); | |
spec = mix(spec, texture(specularTex, vec3(uv, material[1])).r , material[2]); | |
texNormal = mix(texNormal, texture(normalTex, vec3(uv, material[1])).rgb, material[2]); | |
texNormal = normalize(texNormal*2.0-1.0); | |
vec3 viewDir = normalize(cameraPos - position); | |
vec3 halfwayDir = normalize(lightDir + viewDir); | |
spec = pow(max(dot(texNormal, halfwayDir), 0.0), spec); | |
color = vec4(ambient*albedo+spec,1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment