water_shader.frag
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#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); }
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