uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform vec3 yawVec; uniform float mapSize; varying lowp vec4 varColor; varying mediump vec2 varTexCoord; void main (void) { vec2 uv = varTexCoord; //texture sampling rate float step = 1.0 / mapSize; float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r; float t = texture2D(normalTexture, vec2(uv.x, 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 c = texture2D(normalTexture, vec2(uv.x , uv.y )).r; float AO = 50.0 * (clamp(t - c, -0.001, 0.001) + clamp(b - c, -0.001, 0.001) + clamp(r - c, -0.001, 0.001) + clamp(l - c, -0.001, 0.001)); float dX = 4.0 * (l - r); float dY = 4.0 * (t - b); vec3 bump = normalize(vec3 (dX, dY, 0.1)); 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, 0.0, 1.0)); float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0); float diffuse = dot(yawVec, bump); vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular + AO) * base.rgb; vec4 col = vec4(color, base.a); col *= varColor; gl_FragColor = vec4(col.rgb, base.a); }