From bcc2b17701f70015498ee2e51d7b35ffdd22f8d5 Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 8 Jul 2016 17:22:37 +0200 Subject: Rename standard_shader.h to shader_standard.h --- src/shader_standard.h | 173 ++++++++++++++++++++++++++++++++++++++++++++++++++ src/standard_shader.h | 173 -------------------------------------------------- 2 files changed, 173 insertions(+), 173 deletions(-) create mode 100644 src/shader_standard.h delete mode 100644 src/standard_shader.h (limited to 'src') diff --git a/src/shader_standard.h b/src/shader_standard.h new file mode 100644 index 00000000..deae7fe1 --- /dev/null +++ b/src/shader_standard.h @@ -0,0 +1,173 @@ + +// Vertex shader definition to embed, no external file required +static const char vStandardShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) +"#version 120 \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) +"#version 100 \n" +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +"attribute vec3 vertexPosition; \n" +"attribute vec3 vertexNormal; \n" +"attribute vec2 vertexTexCoord; \n" +"attribute vec4 vertexColor; \n" +"varying vec3 fragPosition; \n" +"varying vec3 fragNormal; \n" +"varying vec2 fragTexCoord; \n" +"varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) +"#version 330 \n" +"in vec3 vertexPosition; \n" +"in vec3 vertexNormal; \n" +"in vec2 vertexTexCoord; \n" +"in vec4 vertexColor; \n" +"out vec3 fragPosition; \n" +"out vec3 fragNormal; \n" +"out vec2 fragTexCoord; \n" +"out vec4 fragColor; \n" +#endif +"uniform mat4 mvpMatrix; \n" +"void main() \n" +"{ \n" +" fragPosition = vertexPosition; \n" +" fragNormal = vertexNormal; \n" +" fragTexCoord = vertexTexCoord; \n" +" fragColor = vertexColor; \n" +" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" +"} \n"; + +// Fragment shader definition to embed, no external file required +static const char fStandardShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) +"#version 120 \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) +"#version 100 \n" +"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +"varying vec3 fragPosition; \n" +"varying vec3 fragNormal; \n" +"varying vec2 fragTexCoord; \n" +"varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) +"#version 330 \n" +"in vec3 fragPosition; \n" +"in vec3 fragNormal; \n" +"in vec2 fragTexCoord; \n" +"in vec4 fragColor; \n" +"out vec4 finalColor; \n" +#endif +"uniform sampler2D texture0; \n" +"uniform sampler2D texture1; \n" +"uniform sampler2D texture2; \n" +"uniform vec4 colAmbient; \n" +"uniform vec4 colDiffuse; \n" +"uniform vec4 colSpecular; \n" +"uniform float glossiness; \n" +"uniform int useNormal; \n" +"uniform int useSpecular; \n" +"uniform mat4 modelMatrix; \n" +"uniform vec3 viewDir; \n" +"struct Light { \n" +" int enabled; \n" +" int type; \n" +" vec3 position; \n" +" vec3 direction; \n" +" vec4 diffuse; \n" +" float intensity; \n" +" float radius; \n" +" float coneAngle; }; \n" +"const int maxLights = 8; \n" +"uniform Light lights[maxLights]; \n" +"\n" +"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n" +"{\n" +" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" +" vec3 surfaceToLight = l.position - surfacePos;\n" +" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n" +" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n" +" float spec = 0.0;\n" +" if (diff > 0.0)\n" +" {\n" +" vec3 h = normalize(-l.direction + v);\n" +" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" +" }\n" +" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n" +"}\n" +"\n" +"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n" +"{\n" +" vec3 lightDir = normalize(-l.direction);\n" +" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" +" float spec = 0.0;\n" +" if (diff > 0.0)\n" +" {\n" +" vec3 h = normalize(lightDir + v);\n" +" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" +" }\n" +" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n" +"}\n" +"\n" +"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n" +"{\n" +" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n" +" vec3 lightToSurface = normalize(surfacePos - l.position);\n" +" vec3 lightDir = normalize(-l.direction);\n" +" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" +" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n" +" attenuation = dot(lightToSurface, -lightDir);\n" +" float lightToSurfaceAngle = degrees(acos(attenuation));\n" +" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n" +" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n" +" float diffAttenuation = diff*attenuation;\n" +" float spec = 0.0;\n" +" if (diffAttenuation > 0.0)\n" +" {\n" +" vec3 h = normalize(lightDir + v);\n" +" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" +" }\n" +" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n" +"}\n" +"\n" +"void main()\n" +"{\n" +" mat3 normalMatrix = mat3(modelMatrix);\n" +" vec3 normal = normalize(normalMatrix*fragNormal);\n" +" vec3 n = normalize(normal);\n" +" vec3 v = normalize(viewDir);\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" vec4 texelColor = texture2D(texture0, fragTexCoord);\n" +#elif defined(GRAPHICS_API_OPENGL_33) +" vec4 texelColor = texture(texture0, fragTexCoord);\n" +#endif +" vec3 lighting = colAmbient.rgb;\n" +" if (useNormal == 1)\n" +" {\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" n *= texture2D(texture1, fragTexCoord).rgb;\n" +#elif defined(GRAPHICS_API_OPENGL_33) +" n *= texture(texture1, fragTexCoord).rgb;\n" +#endif +" n = normalize(n);\n" +" }\n" +" float spec = 1.0;\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n" +#elif defined(GRAPHICS_API_OPENGL_33) +" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" +#endif +" for (int i = 0; i < maxLights; i++)\n" +" {\n" +" if (lights[i].enabled == 1)\n" +" {\n" +" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n" +" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n" +" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n" +" }\n" +" }\n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" +#elif defined(GRAPHICS_API_OPENGL_33) +" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" +#endif +"}\n"; diff --git a/src/standard_shader.h b/src/standard_shader.h deleted file mode 100644 index deae7fe1..00000000 --- a/src/standard_shader.h +++ /dev/null @@ -1,173 +0,0 @@ - -// Vertex shader definition to embed, no external file required -static const char vStandardShaderStr[] = -#if defined(GRAPHICS_API_OPENGL_21) -"#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) -"#version 100 \n" -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) -"attribute vec3 vertexPosition; \n" -"attribute vec3 vertexNormal; \n" -"attribute vec2 vertexTexCoord; \n" -"attribute vec4 vertexColor; \n" -"varying vec3 fragPosition; \n" -"varying vec3 fragNormal; \n" -"varying vec2 fragTexCoord; \n" -"varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) -"#version 330 \n" -"in vec3 vertexPosition; \n" -"in vec3 vertexNormal; \n" -"in vec2 vertexTexCoord; \n" -"in vec4 vertexColor; \n" -"out vec3 fragPosition; \n" -"out vec3 fragNormal; \n" -"out vec2 fragTexCoord; \n" -"out vec4 fragColor; \n" -#endif -"uniform mat4 mvpMatrix; \n" -"void main() \n" -"{ \n" -" fragPosition = vertexPosition; \n" -" fragNormal = vertexNormal; \n" -" fragTexCoord = vertexTexCoord; \n" -" fragColor = vertexColor; \n" -" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" -"} \n"; - -// Fragment shader definition to embed, no external file required -static const char fStandardShaderStr[] = -#if defined(GRAPHICS_API_OPENGL_21) -"#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) -"#version 100 \n" -"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) -"varying vec3 fragPosition; \n" -"varying vec3 fragNormal; \n" -"varying vec2 fragTexCoord; \n" -"varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) -"#version 330 \n" -"in vec3 fragPosition; \n" -"in vec3 fragNormal; \n" -"in vec2 fragTexCoord; \n" -"in vec4 fragColor; \n" -"out vec4 finalColor; \n" -#endif -"uniform sampler2D texture0; \n" -"uniform sampler2D texture1; \n" -"uniform sampler2D texture2; \n" -"uniform vec4 colAmbient; \n" -"uniform vec4 colDiffuse; \n" -"uniform vec4 colSpecular; \n" -"uniform float glossiness; \n" -"uniform int useNormal; \n" -"uniform int useSpecular; \n" -"uniform mat4 modelMatrix; \n" -"uniform vec3 viewDir; \n" -"struct Light { \n" -" int enabled; \n" -" int type; \n" -" vec3 position; \n" -" vec3 direction; \n" -" vec4 diffuse; \n" -" float intensity; \n" -" float radius; \n" -" float coneAngle; }; \n" -"const int maxLights = 8; \n" -"uniform Light lights[maxLights]; \n" -"\n" -"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n" -"{\n" -" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" -" vec3 surfaceToLight = l.position - surfacePos;\n" -" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n" -" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n" -" float spec = 0.0;\n" -" if (diff > 0.0)\n" -" {\n" -" vec3 h = normalize(-l.direction + v);\n" -" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" -" }\n" -" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n" -"}\n" -"\n" -"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n" -"{\n" -" vec3 lightDir = normalize(-l.direction);\n" -" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" -" float spec = 0.0;\n" -" if (diff > 0.0)\n" -" {\n" -" vec3 h = normalize(lightDir + v);\n" -" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" -" }\n" -" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n" -"}\n" -"\n" -"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n" -"{\n" -" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n" -" vec3 lightToSurface = normalize(surfacePos - l.position);\n" -" vec3 lightDir = normalize(-l.direction);\n" -" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" -" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n" -" attenuation = dot(lightToSurface, -lightDir);\n" -" float lightToSurfaceAngle = degrees(acos(attenuation));\n" -" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n" -" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n" -" float diffAttenuation = diff*attenuation;\n" -" float spec = 0.0;\n" -" if (diffAttenuation > 0.0)\n" -" {\n" -" vec3 h = normalize(lightDir + v);\n" -" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n" -" }\n" -" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n" -"}\n" -"\n" -"void main()\n" -"{\n" -" mat3 normalMatrix = mat3(modelMatrix);\n" -" vec3 normal = normalize(normalMatrix*fragNormal);\n" -" vec3 n = normalize(normal);\n" -" vec3 v = normalize(viewDir);\n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) -" vec4 texelColor = texture2D(texture0, fragTexCoord);\n" -#elif defined(GRAPHICS_API_OPENGL_33) -" vec4 texelColor = texture(texture0, fragTexCoord);\n" -#endif -" vec3 lighting = colAmbient.rgb;\n" -" if (useNormal == 1)\n" -" {\n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) -" n *= texture2D(texture1, fragTexCoord).rgb;\n" -#elif defined(GRAPHICS_API_OPENGL_33) -" n *= texture(texture1, fragTexCoord).rgb;\n" -#endif -" n = normalize(n);\n" -" }\n" -" float spec = 1.0;\n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) -" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n" -#elif defined(GRAPHICS_API_OPENGL_33) -" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" -#endif -" for (int i = 0; i < maxLights; i++)\n" -" {\n" -" if (lights[i].enabled == 1)\n" -" {\n" -" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n" -" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n" -" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n" -" }\n" -" }\n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) -" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" -#elif defined(GRAPHICS_API_OPENGL_33) -" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" -#endif -"}\n"; -- cgit v1.2.3