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4.normal_mapping.fs
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#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
vec3 normal;
} fs_in;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
// obtain normal from normal map in range [0,1]
vec3 normal = texture(normalMap, fs_in.TexCoords).rgb;
// transform normal vector to range [-1,1]
normal = normalize(normal * 2.0 - 1.0); // this normal is in tangent space
// get diffuse color
vec3 color = texture(diffuseMap, fs_in.TexCoords).rgb;
// ambient
vec3 ambient = 0.1 * color;
// diffuse
vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * color;
// specular
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec3 reflectDir = reflect(-lightDir, normal);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
vec3 specular = vec3(0.2) * spec;
FragColor = vec4(ambient + diffuse + specular, 1.0);
}