nm_notex_ps.glsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- /******************************************************************************
- Copyright (c) W.J. van der Laan
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
- Software, and to permit persons to whom the Software is furnished to do so, subject
- to the following conditions:
- The above copyright notice and this permission notice shall be included in all copies
- or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
- PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
- OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- ******************************************************************************/
- /** Deferred shading framework
- // W.J. :wumpus: van der Laan 2005 //
- Material shader: Single colour normal mapped
- */
- varying vec3 normal;
- varying vec3 tangent;
- varying vec3 binormal;
- varying vec2 texCoord0;
- varying float depth;
- uniform sampler2D normTex;
- uniform float specularity;
- uniform vec3 colour;
- void main()
- {
- // Frame for normal mapping
- mat3 rotation = mat3(tangent, binormal, normal);
- vec3 texnormal = (vec3(texture2D(normTex, texCoord0))-0.5)*2.0;
- gl_FragData[0].rgb = colour;
- gl_FragData[0].a = specularity;
- // rotation*texnormal is reversed for GL because matrices are stored transposed internally
- // compared to HLSL
- gl_FragData[1].xyz = normalize(rotation*texnormal); // Do normalisation here, saves an operation per light
- gl_FragData[1].w = depth;
- }