#version 330 core in VS_OUT { /* mat3 TBN; */ vec3 frag_pos; vec3 tangent_light_pos; vec3 tangent_view_pos; vec3 tangent_frag_pos; vec2 tex_coords; } fs_in; out vec4 frag_color; /* uniform vec3 light_pos; */ /* uniform vec3 view_pos; */ uniform sampler2D diffuse_texture; uniform sampler2D normal_map; void main(void) { vec3 color = vec3(texture(diffuse_texture, fs_in.tex_coords)); vec3 normal = vec3(texture(normal_map, fs_in.tex_coords)); normal = normalize((normal*2.0)-1.0); /* normal = normalize(fs_in.TBN*normal); vec3 light_dir = fs_in.TBN * normalize(light_pos - fs_in.frag_pos); vec3 view_dir = fs_in.TBN * normalize(view_pos - fs_in.frag_pos); */ vec3 light_color = vec3(1.0); float ambient = 0.01; /* vec3 light_dir = normalize(light_pos-fs_in.frag_pos); */ vec3 light_dir = normalize(fs_in.tangent_light_pos - fs_in.tangent_frag_pos); float diff = max(dot(light_dir, normal), 0.0); vec3 diffuse = diff*light_color; /* vec3 view_dir = normalize(view_pos-fs_in.frag_pos); */ vec3 view_dir = normalize(fs_in.tangent_view_pos-fs_in.frag_pos); vec3 halfway_dir = normalize(light_dir+view_dir); float spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0); float spec_strength = 1.0; vec3 specular = spec_strength*spec*light_color; vec3 result = (ambient+diffuse+specular)*color; frag_color = vec4(result, 1.0); }