feat: add bump mapping to terrain for rougher, less smooth shading

This commit is contained in:
2025-10-02 13:27:09 +02:00
parent 9c3795044a
commit 78d0b091ee

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@@ -9,15 +9,19 @@ void main() {
// ambient component
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * vColor.rgb;
// diffuse component (Lambert)
float lambert = max(0.0, dot(normalize(vNormal), -lightDirection));
// bump mapping perturbation
float bumpStrength = 0.2;
float nVal = fract(sin(dot(vNormal.xy, vec2(12.9898, 78.233))) * 43758.5453);
vec3 bumpNormal = normalize(vNormal + bumpStrength * (nVal - 0.5));
// diffuse component (Lambert) with bump
float lambert = max(0.0, dot(normalize(bumpNormal), -lightDirection));
vec3 diffuse = vColor.rgb * lambert;
// combine ambient and diffuse
vec3 result = ambient + diffuse;
// specular component (Phong)
float shininess = 32.0;
vec3 viewDir = vec3(0.0, 0.0, 1.0);
vec3 reflectDir = reflect(-lightDirection, normalize(vNormal));
vec3 reflectDir = reflect(-lightDirection, bumpNormal);
float spec = pow(max(dot(reflectDir, viewDir), 0.0), shininess);
float specStrength = 0.5;
vec3 specular = specStrength * spec * vec3(1.0);