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-rw-r--r--examples/resources/shaders/base.vs26
-rw-r--r--examples/resources/shaders/glsl100/distortion.fs68
-rw-r--r--examples/resources/shaders/glsl330/distortion.fs (renamed from examples/resources/shaders/distortion.fs)4
-rw-r--r--shaders/glsl100/standard.fs155
-rw-r--r--shaders/glsl100/standard.vs23
-rw-r--r--shaders/glsl330/standard.fs (renamed from examples/resources/shaders/standard.fs)0
-rw-r--r--shaders/glsl330/standard.vs (renamed from examples/resources/shaders/standard.vs)0
-rw-r--r--src/rlgl.c2
8 files changed, 249 insertions, 29 deletions
diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs
deleted file mode 100644
index 638cb8ae..00000000
--- a/examples/resources/shaders/base.vs
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec4 fragColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
-
- // Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs
new file mode 100644
index 00000000..3a1a45d3
--- /dev/null
+++ b/examples/resources/shaders/glsl100/distortion.fs
@@ -0,0 +1,68 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// NOTE: Add here your custom variables
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
+const vec2 ScaleIn = vec2(4, 2.2222);
+const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+
+/*
+// Another set of default values
+ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
+DistortionK = {1.0, 0.22, 0.24, 0}
+Scale = {0.25, 0.5*AspectRatio, 0, 0}
+ScaleIn = {4.0, 2/AspectRatio, 0, 0}
+Left Screen Center = {0.25, 0.5, 0, 0}
+Left Lens Center = {0.287994117, 0.5, 0, 0}
+Right Screen Center = {0.75, 0.5, 0, 0}
+Right Lens Center = {0.712005913, 0.5, 0, 0}
+*/
+
+// Scales input texture coordinates for distortion.
+vec2 HmdWarp(vec2 in01, vec2 LensCenter)
+{
+ vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
+
+ return LensCenter + Scale*rvector;
+}
+
+void main()
+{
+ // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
+
+ // The following two variables need to be set per eye
+ vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+
+ vec2 tc = HmdWarp(fragTexCoord, LensCenter);
+
+ if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ else
+ {
+ //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
+ gl_FragColor = texture2D(texture0, tc);
+ }
+
+ /*
+ // Chromatic aberration is caused when a lens can't focus every color to the same focal point.
+ // A simple way to fake this effect, and render it as a quick full-screen post-process,
+ // is to apply an offset to each color channel in a fragment shader.
+ vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);
+ vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
+ vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
+ finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
+ */
+}
diff --git a/examples/resources/shaders/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs
index 79bc5fa1..e43f8451 100644
--- a/examples/resources/shaders/distortion.fs
+++ b/examples/resources/shaders/glsl330/distortion.fs
@@ -45,8 +45,8 @@ void main()
// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
// The following two variables need to be set per eye
- vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
- vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+ vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
vec2 tc = HmdWarp(fragTexCoord, LensCenter);
diff --git a/shaders/glsl100/standard.fs b/shaders/glsl100/standard.fs
new file mode 100644
index 00000000..d5daa445
--- /dev/null
+++ b/shaders/glsl100/standard.fs
@@ -0,0 +1,155 @@
+#version 100
+
+precision mediump float;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+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 = texture2D(texture0, fragTexCoord);
+ vec3 lighting = colAmbient.rgb;
+
+ // Calculate normal texture color fetching or set to maximum normal value by default
+ if (useNormal == 1)
+ {
+ n *= texture2D(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(texture2D(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
+ gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
+}
diff --git a/shaders/glsl100/standard.vs b/shaders/glsl100/standard.vs
new file mode 100644
index 00000000..49c5a3eb
--- /dev/null
+++ b/shaders/glsl100/standard.vs
@@ -0,0 +1,23 @@
+#version 100
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+ fragPosition = vertexPosition;
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = vertexNormal;
+
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/standard.fs b/shaders/glsl330/standard.fs
index e5a6d1bc..e5a6d1bc 100644
--- a/examples/resources/shaders/standard.fs
+++ b/shaders/glsl330/standard.fs
diff --git a/examples/resources/shaders/standard.vs b/shaders/glsl330/standard.vs
index fc0a5ff4..fc0a5ff4 100644
--- a/examples/resources/shaders/standard.vs
+++ b/shaders/glsl330/standard.vs
diff --git a/src/rlgl.c b/src/rlgl.c
index 69c80faf..fa57e9ac 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -2538,7 +2538,7 @@ void InitOculusDevice(void)
// Load oculus-distortion shader (oculus parameters setup internally)
// TODO: Embed coulus distortion shader (in this function like default shader?)
- distortion = LoadShader("resources/shaders/base.vs", "resources/shaders/distortion.fs");
+ distortion = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
oculusSimulator = true;
vrEnabled = true;