#version 130 out vec4 outpix; uniform vec3 campos; uniform vec3 lightpos; uniform sampler2D tex; uniform sampler2D elev; //varing blends them it is transformed to world space varying vec4 fragpos; varying vec4 fragnormal; varying vec2 fragtexcoord; void main() { vec4 elevpix = texture(elev, fragtexcoord); //the format is diffuse reflect and percent vec3 difpos = vec3(fragpos.xyz) + ((elevpix.r - .5) * 2 * fragnormal.xyz); vec3 refpos = vec3(fragpos.xyz) + ((elevpix.g - .5) * 2 * fragnormal.xyz); vec3 lightnormal = normalize((lightpos - difpos)); float diffuse = dot(lightnormal, fragnormal.xyz); if (diffuse < 0.0) { diffuse = 0.0; } vec3 camnormal = normalize(campos - refpos); lightnormal = -normalize((lightpos - refpos)); // this time it is an incoming vector vec3 refnormal = lightnormal - (2 * dot(lightnormal, fragnormal.xyz) * fragnormal.xyz); float reflect = dot(camnormal, refnormal); diffuse = pow(diffuse, 2.0); reflect = pow(reflect, 2.0); float light = (elevpix.b) * reflect + elevpix.a * diffuse; vec4 texpix = texture(tex, fragtexcoord); //this should be the vertex in camera space without the w value //outpix = gl_FragCoord; outpix = light * texpix; //outpix = vec4(light * 1.0,light * 1.0,light * 1.0, 1.0); //outpix = vec4(fragpos.x ,fragpos.y ,fragpos.z, 0.5); //outpix = vec4(fragnormal.x, fragnormal.y, fragnormal.z, 0.5); }