gzdoom/wadsrc/static/shaders/scene/material_normalmap.glsl
2023-09-25 21:18:57 +02:00

58 lines
1.4 KiB
GLSL

// Adjust normal vector according to the normal map
#if defined(NORMALMAP)
mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv);
vec3 ApplyNormalMap(vec2 texcoord)
{
#define WITH_NORMALMAP_UNSIGNED
#define WITH_NORMALMAP_GREEN_UP
//#define WITH_NORMALMAP_2CHANNEL
vec3 interpolatedNormal = normalize(vWorldNormal.xyz);
vec3 map = texture(normaltexture, texcoord).xyz;
#if defined(WITH_NORMALMAP_UNSIGNED)
map = map * 255./127. - 128./127.; // Math so "odd" because 0.5 cannot be precisely described in an unsigned format
#endif
#if defined(WITH_NORMALMAP_2CHANNEL)
map.z = sqrt(1 - dot(map.xy, map.xy));
#endif
#if defined(WITH_NORMALMAP_GREEN_UP)
map.y = -map.y;
#endif
mat3 tbn = cotangent_frame(interpolatedNormal, pixelpos.xyz, vTexCoord.st);
vec3 bumpedNormal = normalize(tbn * map);
return bumpedNormal;
}
mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec2 duv1 = dFdx(uv);
vec2 duv2 = dFdy(uv);
// solve the linear system
vec3 dp2perp = cross(n, dp2); // cross(dp2, n);
vec3 dp1perp = cross(dp1, n); // cross(n, dp1);
vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = inversesqrt(max(dot(t,t), dot(b,b)));
return mat3(t * invmax, b * invmax, n);
}
#else
vec3 ApplyNormalMap(vec2 texcoord)
{
return normalize(vWorldNormal.xyz);
}
#endif