#version 330-core // Using a sobel filter to create a normal map and then applying simple lighting. // This makes the darker areas less bumpy but I like it #define USE_LINEAR_FOR_BUMPMAP //#define SHOW_NORMAL_MAP //#define SHOW_ALBEDO in vec2 texcoords; uniform vec4 u_texbounds; uniform sampler2D u_texture; uniform vec2 u_resolution; uniform float u_time; uniform vec4 u_mouse; out vec4 fragColor; struct C_Sample { vec3 vAlbedo; vec3 vNormal; }; C_Sample SampleMaterial(const in vec2 uv, sampler2D sampler, const in vec2 vTextureSize, const in float fNormalScale) { C_Sample result; vec2 vInvTextureSize = vec2(1.0) / vTextureSize; vec3 cSampleNegXNegY = texture(sampler, uv + (vec2(-1.0, -1.0)) * vInvTextureSize.xy).rgb; vec3 cSampleZerXNegY = texture(sampler, uv + (vec2( 0.0, -1.0)) * vInvTextureSize.xy).rgb; vec3 cSamplePosXNegY = texture(sampler, uv + (vec2( 1.0, -1.0)) * vInvTextureSize.xy).rgb; vec3 cSampleNegXZerY = texture(sampler, uv + (vec2(-1.0, 0.0)) * vInvTextureSize.xy).rgb; vec3 cSampleZerXZerY = texture(sampler, uv + (vec2( 0.0, 0.0)) * vInvTextureSize.xy).rgb; vec3 cSamplePosXZerY = texture(sampler, uv + (vec2( 1.0, 0.0)) * vInvTextureSize.xy).rgb; vec3 cSampleNegXPosY = texture(sampler, uv + (vec2(-1.0, 1.0)) * vInvTextureSize.xy).rgb; vec3 cSampleZerXPosY = texture(sampler, uv + (vec2( 0.0, 1.0)) * vInvTextureSize.xy).rgb; vec3 cSamplePosXPosY = texture(sampler, uv + (vec2( 1.0, 1.0)) * vInvTextureSize.xy).rgb; // convert to linear vec3 cLSampleNegXNegY = cSampleNegXNegY * cSampleNegXNegY; vec3 cLSampleZerXNegY = cSampleZerXNegY * cSampleZerXNegY; vec3 cLSamplePosXNegY = cSamplePosXNegY * cSamplePosXNegY; vec3 cLSampleNegXZerY = cSampleNegXZerY * cSampleNegXZerY; vec3 cLSampleZerXZerY = cSampleZerXZerY * cSampleZerXZerY; vec3 cLSamplePosXZerY = cSamplePosXZerY * cSamplePosXZerY; vec3 cLSampleNegXPosY = cSampleNegXPosY * cSampleNegXPosY; vec3 cLSampleZerXPosY = cSampleZerXPosY * cSampleZerXPosY; vec3 cLSamplePosXPosY = cSamplePosXPosY * cSamplePosXPosY; // Average samples to get albdeo colour result.vAlbedo = ( cLSampleNegXNegY + cLSampleZerXNegY + cLSamplePosXNegY + cLSampleNegXZerY + cLSampleZerXZerY + cLSamplePosXZerY + cLSampleNegXPosY + cLSampleZerXPosY + cLSamplePosXPosY ) / 9.0; vec3 vScale = vec3(0.3333); #ifdef USE_LINEAR_FOR_BUMPMAP float fSampleNegXNegY = dot(cLSampleNegXNegY, vScale); float fSampleZerXNegY = dot(cLSampleZerXNegY, vScale); float fSamplePosXNegY = dot(cLSamplePosXNegY, vScale); float fSampleNegXZerY = dot(cLSampleNegXZerY, vScale); float fSampleZerXZerY = dot(cLSampleZerXZerY, vScale); float fSamplePosXZerY = dot(cLSamplePosXZerY, vScale); float fSampleNegXPosY = dot(cLSampleNegXPosY, vScale); float fSampleZerXPosY = dot(cLSampleZerXPosY, vScale); float fSamplePosXPosY = dot(cLSamplePosXPosY, vScale); #else float fSampleNegXNegY = dot(cSampleNegXNegY, vScale); float fSampleZerXNegY = dot(cSampleZerXNegY, vScale); float fSamplePosXNegY = dot(cSamplePosXNegY, vScale); float fSampleNegXZerY = dot(cSampleNegXZerY, vScale); float fSampleZerXZerY = dot(cSampleZerXZerY, vScale); float fSamplePosXZerY = dot(cSamplePosXZerY, vScale); float fSampleNegXPosY = dot(cSampleNegXPosY, vScale); float fSampleZerXPosY = dot(cSampleZerXPosY, vScale); float fSamplePosXPosY = dot(cSamplePosXPosY, vScale); #endif // Sobel operator - http://en.wikipedia.org/wiki/Sobel_operator vec2 vEdge; vEdge.x = (fSampleNegXNegY - fSamplePosXNegY) * 0.25 + (fSampleNegXZerY - fSamplePosXZerY) * 0.5 + (fSampleNegXPosY - fSamplePosXPosY) * 0.25; vEdge.y = (fSampleNegXNegY - fSampleNegXPosY) * 0.25 + (fSampleZerXNegY - fSampleZerXPosY) * 0.5 + (fSamplePosXNegY - fSamplePosXPosY) * 0.25; result.vNormal = normalize(vec3(vEdge * fNormalScale, 1.0)); return result; } out vec4 fragColor; void main() { vec2 uv = fragCoord.xy / u_resolution.xy; C_Sample materialSample; float fNormalScale = 10.0; materialSample = SampleMaterial( uv, u_texture, u_resolution.xy, fNormalScale ); // Random Lighting... float fLightHeight = 0.2; float fViewHeight = 2.0; vec3 vSurfacePos = vec3(uv, 0.0); vec3 vViewPos = vec3(0.5, 0.5, fViewHeight); vec3 vLightPos = vec3( vec2(sin(u_time),cos(u_time)) * 0.25 + 0.5 , fLightHeight); if( u_mouse.z > 0.0 ) { vLightPos = vec3(u_mouse.xy / u_resolution.xy, fLightHeight); } vec3 vDirToView = normalize( vViewPos - vSurfacePos ); vec3 vDirToLight = normalize( vLightPos - vSurfacePos ); float fNDotL = clamp( dot(materialSample.vNormal, vDirToLight), 0.0, 1.0); float fDiffuse = fNDotL; vec3 vHalf = normalize( vDirToView + vDirToLight ); float fNDotH = clamp( dot(materialSample.vNormal, vHalf), 0.0, 1.0); float fSpec = pow(fNDotH, 10.0) * fNDotL * 0.5; vec3 vResult = materialSample.vAlbedo * fDiffuse + fSpec; vResult = sqrt(vResult); #ifdef SHOW_NORMAL_MAP vResult = materialSample.vNormal * 0.5 + 0.5; #endif #ifdef SHOW_ALBEDO vResult = sqrt(materialSample.vAlbedo); #endif fragColor = vec4(vResult,1.0); }