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-rw-r--r--data/shaders/bump-height.frag56
1 files changed, 56 insertions, 0 deletions
diff --git a/data/shaders/bump-height.frag b/data/shaders/bump-height.frag
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+++ b/data/shaders/bump-height.frag
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+#ifdef GL_ES
+precision mediump float;
+#endif
+
+uniform sampler2D HeightMap;
+
+varying vec2 TextureCoord;
+varying vec3 NormalEye;
+varying vec3 TangentEye;
+varying vec3 BitangentEye;
+
+void main(void)
+{
+ const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0);
+ const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0);
+ const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0);
+ const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0);
+ const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
+ const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0);
+ const float MaterialShininess = 100.0;
+ const float height_factor = 13.0;
+
+ // Get the data from the height map
+ float height0 = texture2D(HeightMap, TextureCoord).x;
+ float heightX = texture2D(HeightMap, TextureCoord + vec2(TextureStepX, 0.0)).x;
+ float heightY = texture2D(HeightMap, TextureCoord + vec2(0.0, TextureStepY)).x;
+ vec2 dh = vec2(heightX - height0, heightY - height0);
+
+ // Adjust the normal based on the height map data
+ vec3 N = NormalEye - height_factor * dh.x * TangentEye -
+ height_factor * dh.y * BitangentEye;
+ N = normalize(N);
+
+ // In the lighting model we are using here (Blinn-Phong with light at
+ // infinity, viewer at infinity), the light position/direction and the
+ // half vector is constant for the all the fragments.
+ vec3 L = normalize(LightSourcePosition.xyz);
+ vec3 H = normalize(LightSourceHalfVector);
+
+ // Calculate the diffuse color according to Lambertian reflectance
+ vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0);
+
+ // Calculate the ambient color
+ vec4 ambient = MaterialAmbient * LightSourceAmbient;
+
+ // Calculate the specular color according to the Blinn-Phong model
+ vec4 specular = MaterialSpecular * LightSourceSpecular *
+ pow(max(dot(N,H), 0.0), MaterialShininess);
+
+ // Calculate the final color
+ gl_FragColor = ambient + specular + diffuse;
+
+ //gl_FragColor = vec4(height_diff_raw.xy, 0.0, 1.0);
+ //gl_FragColor = vec4(height_diff_scaled.xy, 0.0, 1.0);
+ //gl_FragColor = vec4(Tangent, 1.0);
+}