uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform vec3 yawVec; varying lowp vec4 varColor; varying mediump vec2 varTexCoord; void main (void) { vec2 uv = varTexCoord.st; //texture sampling rate const float step = 1.0 / 256.0; float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r; float t = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r; float r = texture2D(normalTexture, vec2(uv.x + step, uv.y)).r; float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r; float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r; float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float l = texture2D(normalTexture, vec2(uv.x - step, uv.y)).r; float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0); float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0; vec4 base = texture2D(baseTexture, uv).rgba; vec3 L = normalize(vec3(0.0, 0.75, 1.0)); float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0); float diffuse = dot(yawVec, bump.xyz); vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb; vec4 col = vec4(color.rgb, base.a); col *= varColor; gl_FragColor = vec4(col.rgb, base.a); }