Visually upgraded deferred rendering example with moving lights, multiple meshes and normal mapping

This commit is contained in:
saschawillems 2016-07-03 21:32:35 +02:00
parent f06ffae58e
commit 18013c44e0
12 changed files with 247 additions and 196 deletions

View file

@ -4,11 +4,13 @@
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inWorldPos;
layout (location = 4) in vec3 inTangent;
layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
@ -17,6 +19,14 @@ layout (location = 2) out vec4 outAlbedo;
void main()
{
outPosition = vec4(inWorldPos, 1.0);
outNormal = vec4(inNormal, 1.0);
// Calculate normal in tangent space
vec3 N = normalize(inNormal);
vec3 T = normalize(inTangent);
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
outNormal = vec4(tnorm, 1.0);
outAlbedo = texture(samplerColor, inUV);
}