$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 /* * Copyright 2011-2014 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "../common/common.sh" SAMPLER2D(s_texColor, 0); SAMPLER2D(s_texNormal, 1); void main() { vec3 normal; normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0; normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) ); mat3 tbn = mat3( normalize(v_tangent), normalize(v_bitangent), normalize(v_normal) ); normal = normalize(mul(tbn, normal) ); vec3 wnormal = normalize(mul(u_invView, vec4(normal, 0.0) ).xyz); gl_FragData[0] = texture2D(s_texColor, v_texcoord0); gl_FragData[1] = vec4(encodeNormalUint(wnormal), 1.0); }