/****************************************************************************** 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: Textured normal mapped */ #extension GL_ARB_draw_buffers : enable varying vec3 normal; varying vec3 tangent_; varying vec3 binormal; varying vec2 texCoord0; varying float depth; uniform sampler2D tex0; uniform sampler2D normTex; uniform float specularity; 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 = vec3(texture2D(tex0, texCoord0)); 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; }