diff options
Diffstat (limited to 'examples/resources')
| -rw-r--r-- | examples/resources/shaders/glsl100/bloom.fs | 2 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/swirl.fs | 2 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/bloom.fs | 2 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/phong.fs | 82 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/phong.vs | 29 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/swirl.fs | 2 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.fs | 136 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.vs | 23 |
8 files changed, 163 insertions, 115 deletions
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs index 5a08843d..280d2fb6 100644 --- a/examples/resources/shaders/glsl100/bloom.fs +++ b/examples/resources/shaders/glsl100/bloom.fs @@ -33,5 +33,5 @@ void main() else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; else tc = sum*sum*0.0075 + texelColor; - finalColor = tc; + gl_FragColor = tc; }
\ No newline at end of file diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs index e77d4f87..0d6d24f2 100644 --- a/examples/resources/shaders/glsl100/swirl.fs +++ b/examples/resources/shaders/glsl100/swirl.fs @@ -20,7 +20,7 @@ float angle = 0.8; uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs index 47ddee30..0307bc06 100644 --- a/examples/resources/shaders/glsl330/bloom.fs +++ b/examples/resources/shaders/glsl330/bloom.fs @@ -17,7 +17,7 @@ void main() { vec4 sum = vec4(0); vec4 tc = vec4(0); - + for (int i = -4; i < 4; i++) { for (int j = -3; j < 3; j++) diff --git a/examples/resources/shaders/glsl330/phong.fs b/examples/resources/shaders/glsl330/phong.fs deleted file mode 100644 index 80e3d673..00000000 --- a/examples/resources/shaders/glsl330/phong.fs +++ /dev/null @@ -1,82 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec3 fragNormal; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -// Light uniform values -uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0); -uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0); -uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0); -uniform float lightIntensity = 1.0; -uniform float lightSpecIntensity = 1.0; - -// Material uniform values -uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0); -uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0); -uniform float matGlossiness = 50.0; - -// World uniform values -uniform vec3 lightPosition; -uniform vec3 cameraPosition; - -// Calculate ambient lighting component -vec3 AmbientLighting() -{ - return (matAmbientColor*lightAmbientColor); -} - -// Calculate diffuse lighting component -vec3 DiffuseLighting(in vec3 N, in vec3 L) -{ - // Lambertian reflection calculation - float diffuse = clamp(dot(N, L), 0, 1); - - return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse); -} - -// Calculate specular lighting component -vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) -{ - float specular = 0.0; - - // Calculate specular reflection only if the surface is oriented to the light source - if (dot(N, L) > 0) - { - // Calculate half vector - vec3 H = normalize(L + V); - - // Calculate specular intensity - specular = pow(dot(N, H), 3 + matGlossiness); - } - - return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular); -} - -void main() -{ - // Normalize input vectors - vec3 L = normalize(lightPosition); - vec3 V = normalize(cameraPosition); - vec3 N = normalize(fragNormal); - - // Calculate lighting components - vec3 ambient = AmbientLighting(); - vec3 diffuse = DiffuseLighting(N, L); - vec3 specular = SpecularLighting(N, L, V); - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/phong.vs b/examples/resources/shaders/glsl330/phong.vs deleted file mode 100644 index d68d9b3f..00000000 --- a/examples/resources/shaders/glsl330/phong.vs +++ /dev/null @@ -1,29 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; - -// Input uniform values -uniform mat4 mvpMatrix; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; -out vec3 fragNormal; - -// NOTE: Add here your custom variables -uniform mat4 modelMatrix; - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - - // Calculate view vector normal from model - mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - fragNormal = normalize(normalMatrix*vertexNormal); - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs index da098754..80c16cc9 100644 --- a/examples/resources/shaders/glsl330/swirl.fs +++ b/examples/resources/shaders/glsl330/swirl.fs @@ -21,7 +21,7 @@ float angle = 0.8; uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs new file mode 100644 index 00000000..3c3bef4b --- /dev/null +++ b/examples/resources/shaders/standard.fs @@ -0,0 +1,136 @@ +#version 330 + +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec4 fragColor; +in vec3 fragNormal; + +out vec4 finalColor; + +uniform sampler2D texture0; + +uniform vec4 colAmbient; +uniform vec4 colDiffuse; +uniform vec4 colSpecular; +uniform float glossiness; + +uniform mat4 modelMatrix; +uniform vec3 viewDir; + +struct Light { + int enabled; + int type; + vec3 position; + vec3 direction; + vec4 diffuse; + float intensity; + float attenuation; + float coneAngle; +}; + +const int maxLights = 8; +uniform int lightsCount; +uniform Light lights[maxLights]; + +vec3 CalcPointLight(Light l, vec3 n, vec3 v) +{ + 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.attenuation, surfaceToLight/l.attenuation)*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); + } + + return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); +} + +vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v) +{ + 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); + } + + // Combine results + return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); +} + +vec3 CalcSpotLight(Light l, vec3 n, vec3 v) +{ + 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); + } + + return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb); +} + +void main() +{ + // Calculate fragment normal in screen space + 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; + + 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); break; + case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; + case 2: lighting += CalcSpotLight(lights[i], n, v); break; + default: break; + } + } + } + + // Calculate final fragment color + finalColor = vec4(texelColor.rgb*lighting, texelColor.a); +} diff --git a/examples/resources/shaders/standard.vs b/examples/resources/shaders/standard.vs new file mode 100644 index 00000000..fc0a5ff4 --- /dev/null +++ b/examples/resources/shaders/standard.vs @@ -0,0 +1,23 @@ +#version 330 + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec2 vertexTexCoord; +in vec4 vertexColor; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec4 fragColor; +out 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 |
