Simple normal map implementation
This commit is contained in:
@@ -15,13 +15,14 @@ layout(binding = 2) uniform sampler2D normal_tex;
|
||||
layout(location = 0) in vec2 tex_coords;
|
||||
layout(location = 1) in vec3 normal_wld;
|
||||
layout(location = 2) in vec3 position_wld;
|
||||
layout(location = 3) in mat3 tbn;
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
void main() {
|
||||
// vec3 normal_cam_u = normalize(normal_wld); // TODO
|
||||
vec3 normal_cam_u = texture(normal_tex, tex_coords).rgb;
|
||||
normal_cam_u = normalize(normal_cam_u * 2.0 - 1.0);
|
||||
normal_cam_u = normal_cam_u * 2.0 - 1.0;
|
||||
normal_cam_u = normalize(tbn * normal_cam_u);
|
||||
vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
|
||||
|
||||
float ambient_strength = 0.1;
|
||||
|
||||
Reference in New Issue
Block a user