#version 150 #extension GL_ARB_explicit_attrib_location : enable #extension GL_ARB_explicit_uniform_location : enable layout(location = 0) out vec4 frag_color ; uniform mat4 mvMatrix ; uniform mat4 pjMatrix ; uniform sampler2D texture ; uniform vec4 light ; uniform vec4 globalAmbient ; uniform float dX ; uniform float dY ; in vec2 texposition ; in vec3 normal ; in vec4 frag_position ; in float shade ; vec4 sample(float xc,float yc) { return texture2D(texture,texposition + vec2(xc,yc)); } vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) { float x00 = 1 - sample(-dX, dY).a ; float x01 = 1 - sample( 0, dY).a ; float x02 = 1 - sample( dX, dY).a ; float x10 = 1 - sample(-dX, 0).a ; float x11 = 1 - sample( 0, 0).a ; float x12 = 1 - sample( dX, 0).a ; float x20 = 1 - sample(-dX,-dY).a ; float x21 = 1 - sample( 0,-dY).a ; float x22 = 1 - sample( dX,-dY).a ; down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ; right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ; return (right*2 + down*2 + norm) / 5.0 ; } void main() { vec3 down = vec3( 0, -1, 0 ) ; vec3 right = normalize(cross( normal, down )) ; down = normalize(cross( normal, right ) ); vec3 newNorm = calNormChange( normal, down, right ) ; vec4 col = texture2D(texture,texposition) ; float coef = max(dot( normalize(newNorm), normalize(vec3(frag_position - light)) ),0) + (globalAmbient.a/4.0) ; frag_color = vec4( shade * col.xyz * coef * globalAmbient.xyz, col.a); }