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| author | raysan5 <raysan5@gmail.com> | 2016-06-27 18:32:56 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-06-27 18:32:56 +0200 |
| commit | c4922c9e8854f9c936b28c3f8b00162b407ae503 (patch) | |
| tree | 225496ec1ec7e25b29e00ebad14822c818deeb01 /examples/resources/shaders/standard.fs | |
| parent | e977915577c1e5a7d46f85e385a27872e6a3f626 (diff) | |
| download | raylib-c4922c9e8854f9c936b28c3f8b00162b407ae503.tar.gz raylib-c4922c9e8854f9c936b28c3f8b00162b407ae503.zip | |
Reorganize shaders to respective folders
Diffstat (limited to 'examples/resources/shaders/standard.fs')
| -rw-r--r-- | examples/resources/shaders/standard.fs | 155 |
1 files changed, 0 insertions, 155 deletions
diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs deleted file mode 100644 index e5a6d1bc..00000000 --- a/examples/resources/shaders/standard.fs +++ /dev/null @@ -1,155 +0,0 @@ -#version 330 - -in vec3 fragPosition; -in vec2 fragTexCoord; -in vec4 fragColor; -in vec3 fragNormal; - -out vec4 finalColor; - -uniform sampler2D texture0; -uniform sampler2D texture1; -uniform sampler2D texture2; - -uniform vec4 colAmbient; -uniform vec4 colDiffuse; -uniform vec4 colSpecular; -uniform float glossiness; - -uniform int useNormal; -uniform int useSpecular; - -uniform mat4 modelMatrix; -uniform vec3 viewDir; - -struct Light { - int enabled; - int type; - vec3 position; - vec3 direction; - vec4 diffuse; - float intensity; - float radius; - float coneAngle; -}; - -const int maxLights = 8; -uniform int lightsCount; -uniform Light lights[maxLights]; - -vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) -{ - vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); - vec3 surfaceToLight = l.position - surfacePos; - - // Diffuse shading - float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); - float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; - - // Specular shading - float spec = 0.0; - if (diff > 0.0) - { - vec3 h = normalize(-l.direction + v); - spec = pow(dot(n, h), 3 + glossiness)*s; - } - - return (diff*l.diffuse.rgb + spec*colSpecular.rgb); -} - -vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s) -{ - vec3 lightDir = normalize(-l.direction); - - // Diffuse shading - float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; - - // Specular shading - float spec = 0.0; - if (diff > 0.0) - { - vec3 h = normalize(lightDir + v); - spec = pow(dot(n, h), 3 + glossiness)*s; - } - - // Combine results - return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); -} - -vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s) -{ - vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); - vec3 lightToSurface = normalize(surfacePos - l.position); - vec3 lightDir = normalize(-l.direction); - - // Diffuse shading - float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; - - // Spot attenuation - float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); - attenuation = dot(lightToSurface, -lightDir); - - float lightToSurfaceAngle = degrees(acos(attenuation)); - if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; - - float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; - - // Combine diffuse and attenuation - float diffAttenuation = diff*attenuation; - - // Specular shading - float spec = 0.0; - if (diffAttenuation > 0.0) - { - vec3 h = normalize(lightDir + v); - spec = pow(dot(n, h), 3 + glossiness)*s; - } - - return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); -} - -void main() -{ - // Calculate fragment normal in screen space - // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) - mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - vec3 normal = normalize(normalMatrix*fragNormal); - - // Normalize normal and view direction vectors - vec3 n = normalize(normal); - vec3 v = normalize(viewDir); - - // Calculate diffuse texture color fetching - vec4 texelColor = texture(texture0, fragTexCoord); - vec3 lighting = colAmbient.rgb; - - // Calculate normal texture color fetching or set to maximum normal value by default - if (useNormal == 1) - { - n *= texture(texture1, fragTexCoord).rgb; - n = normalize(n); - } - - // Calculate specular texture color fetching or set to maximum specular value by default - float spec = 1.0; - if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); - - for (int i = 0; i < lightsCount; i++) - { - // Check if light is enabled - if (lights[i].enabled == 1) - { - // Calculate lighting based on light type - switch (lights[i].type) - { - case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; - case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break; - case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break; - default: break; - } - } - } - - // Calculate final fragment color - finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); -} |
