Normal mapping GLSL using LibGDX
问题 I try to implement normal mapping using LibGDX. So I got some positive results when I calculate diffuse and specular color in vertex shader (at least I think so). Vertex shader: attribute vec4 a_position; attribute vec2 a_texCoord0; attribute vec3 a_normal; varying vec2 v_texCoord; varying float v_diffuse; varying vec3 v_specular; varying vec3 v_lightVec; uniform mat4 u_worldTrans; uniform mat4 u_projTrans; uniform mat4 u_matViewInverseTranspose; uniform mat4 u_matModelView; const vec3