mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-31 15:35:21 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			33 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D baseTexture;
 | |
| uniform sampler2D normalTexture;
 | |
| uniform vec3 yawVec;
 | |
| 
 | |
| void main (void)
 | |
| {
 | |
| 	vec2 uv = gl_TexCoord[0].st;
 | |
| 
 | |
| 	//texture sampling rate
 | |
| 	const float step = 1.0 / 256.0;
 | |
| 	float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r;
 | |
| 	float t  = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
 | |
| 	float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r;
 | |
| 	float r  = texture2D(normalTexture, vec2(uv.x + step, uv.y)).r;
 | |
| 	float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r;
 | |
| 	float b  = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r;
 | |
| 	float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
 | |
| 	float l  = texture2D(normalTexture, vec2(uv.x - step, uv.y)).r;
 | |
| 	float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
 | |
| 	float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
 | |
| 	vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0);
 | |
| 	float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0;
 | |
| 	vec4 base = texture2D(baseTexture, uv).rgba;
 | |
| 	vec3 L = normalize(vec3(0.0, 0.75, 1.0));
 | |
| 	float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0);
 | |
| 	float diffuse = dot(yawVec, bump.xyz);
 | |
| 
 | |
| 	vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
 | |
| 	vec4 col = vec4(color.rgb, base.a);
 | |
| 	col *= gl_Color;
 | |
| 	gl_FragColor = vec4(col.rgb, base.a);
 | |
| }
 |