@export ecgl.normal.vertex @import ecgl.common.transformUniforms @import ecgl.common.uv.header @import ecgl.common.attributes varying vec3 v_Normal; varying vec3 v_WorldPosition; @import ecgl.common.normalMap.vertexHeader @import ecgl.common.vertexAnimation.header void main() { // TODO Animation @import ecgl.common.vertexAnimation.main @import ecgl.common.uv.main v_Normal = normalize((worldInverseTranspose * vec4(normal, 0.0)).xyz); v_WorldPosition = (world * vec4(pos, 1.0)).xyz; @import ecgl.common.normalMap.vertexMain gl_Position = worldViewProjection * vec4(pos, 1.0); } @end @export ecgl.normal.fragment #define ROUGHNESS_CHANEL 0 uniform bool useBumpMap; uniform bool useRoughnessMap; uniform bool doubleSide; uniform float roughness; @import ecgl.common.uv.fragmentHeader varying vec3 v_Normal; varying vec3 v_WorldPosition; uniform mat4 viewInverse : VIEWINVERSE; @import ecgl.common.normalMap.fragmentHeader @import ecgl.common.bumpMap.header uniform sampler2D roughnessMap; void main() { vec3 N = v_Normal; bool flipNormal = false; if (doubleSide) { vec3 eyePos = viewInverse[3].xyz; vec3 V = normalize(eyePos - v_WorldPosition); if (dot(N, V) < 0.0) { flipNormal = true; } } @import ecgl.common.normalMap.fragmentMain if (useBumpMap) { N = bumpNormal(v_WorldPosition, v_Normal, N); } float g = 1.0 - roughness; if (useRoughnessMap) { float g2 = 1.0 - texture2D(roughnessMap, v_DetailTexcoord)[ROUGHNESS_CHANEL]; // Adjust the brightness g = clamp(g2 + (g - 0.5) * 2.0, 0.0, 1.0); } if (flipNormal) { N = -N; } gl_FragColor.rgb = (N.xyz + 1.0) * 0.5; gl_FragColor.a = g; } @end