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