SangeFault/assets/minecraft/shaders/program/bumpy.fsh

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#version 150
uniform sampler2D DiffuseSampler;
in vec2 texCoord;
in vec2 oneTexel;
out vec4 fragColor;
void main(){
vec4 c = texture(DiffuseSampler, texCoord);
vec4 u = texture(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 d = texture(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 l = texture(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 r = texture(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 nc = normalize(c);
vec4 nu = normalize(u);
vec4 nd = normalize(d);
vec4 nl = normalize(l);
vec4 nr = normalize(r);
float du = dot(nc, nu);
float dd = dot(nc, nd);
float dl = dot(nc, nl);
float dr = dot(nc, nr);
float i = 64.0;
float f = 1.0;
f += (du * i) - (dd * i);
f += (dr * i) - (dl * i);
vec4 color = c * clamp(f, 0.5, 2.0);
fragColor = vec4(color.rgb, 1.0);
}