#version 150 #extension GL_ARB_explicit_attrib_location : enable #extension GL_ARB_explicit_uniform_location : enable layout(location = 0) out vec4 frag_color ; layout(location = 8) uniform vec4 lightPos ; uniform sampler2D texture ; in vec3 normal ; in vec4 position ; in vec2 texpos ; float dX = 1 / 512.0 ; float dY = 1 / 512.0 ; vec4 sample(float xc,float yc) { return texture2D(texture,texpos + vec2(xc,yc)); } vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) { float x00 = 1 - length(sample(-dX, dY)) ; float x01 = 1 - length(sample( 0, dY)) ; float x02 = 1 - length(sample( dX, dY)) ; float x10 = 1 - length(sample(-dX, 0)) ; float x11 = 1 - length(sample( 0, 0)) ; float x12 = 1 - length(sample( dX, 0)) ; float x20 = 1 - length(sample(-dX,-dY)) ; float x21 = 1 - length(sample( 0,-dY)) ; float x22 = 1 - length(sample( dX,-dY)) ; 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 ) ; // // float coef = dot( normalize(vec3(lightPos) - vec3(position)), normalize(newNorm) ) ; // vec4 color = texture2D(texture,texpos) ; // frag_color = vec4(color.xyz * vec3(0.0,0.4,0.7) * coef,0.8); frag_color = vec4(0,0,1,0.8) ; }