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water_shader.frag #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); } water_shader.ver #version 330 uniform mat4 p3d_ModelViewProjectionMatrix; uniform mat4 p3d_ModelMatrix; uniform float time_elapsed; // Tempo decorrido para deslocar a textura in vec4 p3d_Vertex; in vec3 p3d_Normal; in vec2 p3d_MultiTexCoord0; out vec3 frag_pos; out vec3 normal; out vec2 texcoord; void main() { frag_pos = vec3(p3d_ModelMatrix * p3d_Vertex); normal = mat3(p3d_ModelMatrix) * p3d_Normal; vec2 wave_offset = vec2(0.1 * time_elapsed, 0.05 * time_elapsed); texcoord = p3d_MultiTexCoord0 + wave_offset; gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex; }
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