uniform sampler2D NormalMap; uniform mat4 NormalMatrix; varying vec2 TextureCoord; void main(void) { const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0); const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0); const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0); const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0); const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0); const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0); const float MaterialShininess = 100.0; // Get the raw normal XYZ data from the normal map vec3 normal_raw = texture2D(NormalMap, TextureCoord).xyz; // Map "color" range [0, 1.0] to normal range [-1.0, 1.0] vec3 normal_scaled = normal_raw * 2.0 - 1.0; // Convert the normal to eye coordinates. Note that the normal map // we are using is using object coordinates (not tangent!) for the // normals, so we can multiply by the NormalMatrix as usual. vec3 N = normalize(vec3(NormalMatrix * vec4(normal_scaled, 1.0))); // In the lighting model we are using here (Blinn-Phong with light at // infinity, viewer at infinity), the light position/direction and the // half vector is constant for the all the fragments. vec3 L = normalize(LightSourcePosition.xyz); vec3 H = normalize(LightSourceHalfVector); // Calculate the diffuse color according to Lambertian reflectance vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0); // Calculate the ambient color vec4 ambient = MaterialAmbient * LightSourceAmbient; // Calculate the specular color according to the Blinn-Phong model vec4 specular = MaterialSpecular * LightSourceSpecular * pow(max(dot(N,H), 0.0), MaterialShininess); // Calculate the final color gl_FragColor = ambient + specular + diffuse; }