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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 ;
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);
}
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