// MIT License // // Copyright (C) 2018-2023, Tellusim Technologies Inc. https://tellusim.com/ // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #version 420 core /* */ #if VERTEX_SHADER layout(location = 0) in vec4 in_position; layout(location = 1) in vec4 in_normal; layout(location = 2) in vec4 in_tangent; layout(location = 3) in vec2 in_texcoord; layout(row_major, binding = 0) uniform common_parameters { mat4 projection; mat4 modelview; mat4 transform; vec4 camera; }; layout(location = 0) out vec3 s_normal; layout(location = 1) out vec4 s_tangent; layout(location = 2) out vec3 s_direction; layout(location = 3) out vec2 s_texcoord; /* */ void main() { vec4 position = transform * in_position; gl_Position = projection * (modelview * position); s_normal = (transform * vec4(in_normal.xyz, 0.0f)).xyz; s_tangent = vec4((transform * vec4(in_tangent.xyz, 0.0f)).xyz, in_tangent.w); s_direction = camera.xyz - position.xyz; s_texcoord.x = in_texcoord.x; s_texcoord.y = 1.0f - in_texcoord.y; } #elif FRAGMENT_SHADER layout(binding = 0, set = 1) uniform texture2D in_texture; layout(binding = 0, set = 2) uniform sampler in_sampler; layout(location = 0) in vec3 s_normal; layout(location = 1) in vec4 s_tangent; layout(location = 2) in vec3 s_direction; layout(location = 3) in vec2 s_texcoord; layout(location = 0) out vec4 out_color; /* */ void main() { vec3 direction = normalize(s_direction); vec3 basis_normal = normalize(s_normal); vec3 basis_tangent = normalize(s_tangent.xyz - basis_normal * dot(basis_normal, s_tangent.xyz)); vec3 basis_binormal = normalize(cross(basis_normal, basis_tangent)) * sign(s_tangent.w); vec3 normal = texture(sampler2D(in_texture, in_sampler), s_texcoord).xyz * 2.0f - 1.0f; normal.z = sqrt(clamp(1.0f - dot(normal.xy, normal.xy), 0.0f, 1.0f)); normal = basis_tangent * normal.x + basis_binormal * normal.y + basis_normal * normal.z; float diffuse = clamp(dot(direction, normal), 0.0f, 1.0f) * 0.75f; float specular = pow(clamp(dot(reflect(-direction, normal), direction), 0.0f, 1.0f), 64.0f); out_color = vec4(vec3(0.8f, 0.9f, 1.0f) * (diffuse + specular), 1.0f); } #endif