irrlicht/media/Shaders/COGLES2ParallaxMap.fsh

50 lines
1.4 KiB
GLSL

// Copyright (C) 2009-2010 Amundis
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
// and OpenGL ES driver implemented by Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#define MAX_LIGHTS 2
precision mediump float;
uniform sampler2D texture0;
uniform sampler2D texture1;
//uniform vec4 uLightDiffuse[MAX_LIGHTS];
uniform float uHeightScale;
varying vec4 varTexCoord;
varying vec3 varLightVector[MAX_LIGHTS];
varying vec4 varLightColor[MAX_LIGHTS];
varying vec3 varEyeVector;
varying vec4 debug;
void main(void)
{
// fetch color and normal map
vec4 normalMap = texture2D(texture1, varTexCoord.xy) * 2.0 - 1.0;
// height = height * scale
normalMap *= uHeightScale;
// calculate new texture coord: height * eye + oldTexCoord
vec2 offset = varEyeVector.xy * normalMap.w + varTexCoord.xy;
// fetch new textures
vec4 colorMap = texture2D(texture0, offset);
normalMap = normalize(texture2D(texture1, offset) * 2.0 - 1.0);
// calculate color of light 0
vec4 color = clamp(varLightColor[0], 0.0, 1.0) * dot(normalMap.xyz, normalize(varLightVector[0].xyz));
// calculate color of light 1
color += clamp(varLightColor[1], 0.0, 1.0) * dot(normalMap.xyz, normalize(varLightVector[1].xyz));
//luminance * base color
color *= colorMap;
color.a = varLightColor[0].a;
gl_FragColor = color;
}