water_shader.frag

 avatar
unknown
plain_text
5 months ago
834 B
2
Indexable
#version 330

uniform sampler2D texture_map;
uniform sampler2D normal_map;

uniform vec3 light_pos;
uniform vec3 view_pos;

in vec3 frag_pos;
in vec3 normal;
in vec2 texcoord;

out vec4 frag_color;

void main() {
    vec3 base_color = texture(texture_map, texcoord).rgb;

    vec3 normal_map_color = texture(normal_map, texcoord).rgb;
    vec3 perturbed_normal = normalize(normal_map_color * 2.0 - 1.0);

    vec3 light_dir = normalize(light_pos - frag_pos);

    float diff = max(dot(perturbed_normal, light_dir), 0.0);

    vec3 view_dir = normalize(view_pos - frag_pos);
    vec3 reflect_dir = reflect(-light_dir, perturbed_normal);
    float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0);

    vec3 lighting = diff * base_color + spec * vec3(1.0);

    frag_color = vec4(lighting, 1.0);
}
Editor is loading...
Leave a Comment