// [config] // expect_result: pass // glsl_version: 1.10 // // # NOTE: Config section was auto-generated from file // # NOTE: 'glslparser.tests' at git revision // # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 // [end config] /* * GStreamer * Copyright (C) 2008 Cyril Comparon * Copyright (C) 2008 Julien Isorce * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect texture0; uniform sampler2DRect texture1; varying vec3 vNormal; varying vec3 vTangent; varying vec3 vVertexToLight0; varying vec3 vVertexToLight1; void main() { // get the color of the textures vec4 textureColor = texture2DRect(texture0, gl_TexCoord[0].st); vec3 normalmapItem = texture2DRect(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0; // calculate matrix that transform from tangent space to normalmap space (contrary of intuition) vec3 binormal = cross(vNormal, vTangent); mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal); // disturb the normal vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem; // calculate the diffuse term and clamping it to [0;1] float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0); float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0); vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb); // calculate the final color gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w); }