123456789101112131415161718192021222324252627282930 |
- #ifdef Use_Bindless_Texture
- layout(bindless_sampler) uniform sampler2D normalMap;
- layout(bindless_sampler) uniform sampler2D DiffuseForAlpha;
- #else
- uniform sampler2D normalMap;
- uniform sampler2D DiffuseForAlpha;
- #endif
- in vec3 tangent;
- in vec3 bitangent;
- in vec2 uv;
- out vec3 EncodedNormal;
- vec2 EncodeNormal(vec3 n);
- void main()
- {
- // normal in Tangent Space
- vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0;
- float alpha = texture(DiffuseForAlpha, uv).a;
- // Because of interpolation, we need to renormalize
- vec3 Frag_tangent = normalize(tangent);
- vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent));
- vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
- vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
- EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
- EncodedNormal.z = 1. - alpha;
- }
|