|
|
|
@ -72,17 +72,19 @@ uniform float m_Shininess; |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
void main(){ |
|
|
|
|
#ifdef NORMALMAP |
|
|
|
|
mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz)); |
|
|
|
|
#if !defined(VERTEX_LIGHTING) |
|
|
|
|
#if defined(NORMALMAP) |
|
|
|
|
mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz)); |
|
|
|
|
|
|
|
|
|
if (!gl_FrontFacing) |
|
|
|
|
{ |
|
|
|
|
tbnMat[2] = -tbnMat[2]; |
|
|
|
|
} |
|
|
|
|
if (!gl_FrontFacing) |
|
|
|
|
{ |
|
|
|
|
tbnMat[2] = -tbnMat[2]; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
vec3 viewDir = normalize(-vPos.xyz * tbnMat); |
|
|
|
|
#else |
|
|
|
|
vec3 viewDir = normalize(-vPos.xyz); |
|
|
|
|
vec3 viewDir = normalize(-vPos.xyz * tbnMat); |
|
|
|
|
#else |
|
|
|
|
vec3 viewDir = normalize(-vPos.xyz); |
|
|
|
|
#endif |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
vec2 newTexCoord; |
|
|
|
|