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#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);
}
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