#version 330 const float GLOSSINESS_POWER = 32.0; const vec3 lightColor = vec3(1.0, 1.0, 1.0); const float lightIntensityMult = 1.0; const float emissiveLightMult = 0.5; uniform vec3 u_lightWorldPos; uniform sampler2D u_diffuseMap; uniform sampler2D u_normalMap; uniform sampler2D u_specularMap; uniform vec3 u_cameraWorldPos; uniform float u_time; in vec4 v_surfaceColor; in vec3 v_worldPosition; in vec3 v_normal; in vec2 v_texCoords; in vec3 v_tangent; in vec3 v_bitangent; out vec4 fragColor; vec3 DecodeXYZfromRGB(vec3 RGB) { return (2.0 * RGB) - 1.0; } vec3 EncodeRGBfromXYZ(vec3 xyz) { return (xyz + 1) / 2; } vec4 EncodeRGBAfromXYZ(vec3 xyz) { return vec4((xyz + 1) / 2, 1); } void main() { vec4 diffuseTexel = texture(u_diffuseMap, v_texCoords); vec3 pixelColor = (diffuseTexel.rgb * v_surfaceColor.rgb); vec3 finalPixelColor = pixelColor; float pixelAlpha = v_surfaceColor.a * diffuseTexel.a; fragColor = vec4(finalPixelColor, pixelAlpha); //fragColor = vec4(normalTexel.rgb, 1.0); }