Created
June 27, 2021 02:41
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Fragment shader for bump mapping
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#version 450 core | |
uniform bool enableRimLight; | |
uniform sampler2D sampler; | |
in VS_OUT { | |
in vec3 L; | |
in vec3 V; | |
in vec2 tc; | |
} fs_in; | |
out vec4 color; | |
#define M_PI 3.14159265358979323846f | |
void main() | |
{ | |
// normalise vectors | |
vec3 L = normalize(fs_in.L); | |
vec3 V = normalize(fs_in.V); | |
// stripes | |
float val = clamp(round(sin( 20 * fs_in.tc.x * 3.14156)), 0, 1); | |
vec3 col1 = vec3(255, 237, 81) / 255.0; | |
vec3 col2 = vec3(133, 202, 93) / 255.0; | |
vec3 col = mix(col1, col2, val); | |
// bump map | |
vec2 tc = vec2(20*fs_in.tc.x, 8*fs_in.tc.y); | |
vec3 N = normalize(2.0*texture(sampler, tc).rgb - vec3(1.0)); | |
// ambient | |
vec3 camb = vec3(0.1); | |
// diffuse | |
float diff = max(dot(N, L), 0.0); | |
vec3 Ka = col; | |
float Ia = 0.5; | |
vec3 cdiff = diff*Ka*Ia; | |
// specular | |
vec3 Ks = vec3(1.0, 1.0, 1.0); | |
float Is = 1.0; | |
vec3 R = reflect(-L, N); | |
float a = 32.0; | |
float spec = pow(max(dot(R, V), 0.0), a); | |
vec3 cspec = spec*Ks*Is; | |
// rim light | |
vec3 crim = vec3(0.0); | |
if (enableRimLight) { | |
float rim = (1.0 - dot(N, V)); | |
rim = smoothstep(0.0, 1.0, rim); | |
float rim_exp = 3.5; | |
rim = pow(rim, rim_exp); | |
vec3 rim_col = vec3(0.1, 0.1, 0.1); | |
crim = rim * rim_col; | |
} | |
color = vec4(camb + cdiff + cspec + crim, 1.0); | |
} | |
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