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Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.data')
| -rw-r--r-- | examples/shaders/shaders_mesh_instancing.data | 255 |
1 files changed, 0 insertions, 255 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.data b/examples/shaders/shaders_mesh_instancing.data index bd431d9..441e858 100644 --- a/examples/shaders/shaders_mesh_instancing.data +++ b/examples/shaders/shaders_mesh_instancing.data @@ -115,258 +115,3 @@ void main() // Calculate final vertex position gl_Position = mvpi*vec4(vertexPosition, 1.0); } -#version 120 - -// Input vertex attributes (from vertex shader) -varying vec3 fragPosition; -varying vec2 fragTexCoord; -varying vec4 fragColor; -varying vec3 fragNormal; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// NOTE: Add here your custom variables - -#define MAX_LIGHTS 4 -#define LIGHT_DIRECTIONAL 0 -#define LIGHT_POINT 1 - -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - -struct Light { - int enabled; - int type; - vec3 position; - vec3 target; - vec4 color; -}; - -// Input lighting values -uniform Light lights[MAX_LIGHTS]; -uniform vec4 ambient; -uniform vec3 viewPos; - -void main() -{ - // Texel color fetching from texture sampler - vec4 texelColor = texture2D(texture0, fragTexCoord); - vec3 lightDot = vec3(0.0); - vec3 normal = normalize(fragNormal); - vec3 viewD = normalize(viewPos - fragPosition); - vec3 specular = vec3(0.0); - - // NOTE: Implement here your fragment shader code - - for (int i = 0; i < MAX_LIGHTS; i++) - { - if (lights[i].enabled == 1) - { - vec3 light = vec3(0.0); - - if (lights[i].type == LIGHT_DIRECTIONAL) - { - light = -normalize(lights[i].target - lights[i].position); - } - - if (lights[i].type == LIGHT_POINT) - { - light = normalize(lights[i].position - fragPosition); - } - - float NdotL = max(dot(normal, light), 0.0); - lightDot += lights[i].color.rgb*NdotL; - - float specCo = 0.0; - if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine - specular += specCo; - } - } - - vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); - finalColor += texelColor*(ambient/10.0); - - // Gamma correction - gl_FragColor = pow(finalColor, vec4(1.0/2.2)); -}#version 120 - -// Input vertex attributes -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec3 vertexNormal; -attribute vec4 vertexColor; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matModel; - -// Output vertex attributes (to fragment shader) -varying vec3 fragPosition; -varying vec2 fragTexCoord; -varying vec4 fragColor; -varying vec3 fragNormal; - -// NOTE: Add here your custom variables - -// https://github.com/glslify/glsl-inverse -mat3 inverse(mat3 m) -{ - float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; - float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; - float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; - - float b01 = a22*a11 - a12*a21; - float b11 = -a22*a10 + a12*a20; - float b21 = a21*a10 - a11*a20; - - float det = a00*b01 + a01*b11 + a02*b21; - - return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), - b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), - b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; -} - -// https://github.com/glslify/glsl-transpose -mat3 transpose(mat3 m) -{ - return mat3(m[0][0], m[1][0], m[2][0], - m[0][1], m[1][1], m[2][1], - m[0][2], m[1][2], m[2][2]); -} - -void main() -{ - // Send vertex attributes to fragment shader - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - - mat3 normalMatrix = transpose(inverse(mat3(matModel))); - fragNormal = normalize(normalMatrix*vertexNormal); - - // Calculate final vertex position - gl_Position = mvp*vec4(vertexPosition, 1.0); -} -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPosition; -in vec2 fragTexCoord; -//in vec4 fragColor; -in vec3 fragNormal; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -#define MAX_LIGHTS 4 -#define LIGHT_DIRECTIONAL 0 -#define LIGHT_POINT 1 - -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - -struct Light { - int enabled; - int type; - vec3 position; - vec3 target; - vec4 color; -}; - -// Input lighting values -uniform Light lights[MAX_LIGHTS]; -uniform vec4 ambient; -uniform vec3 viewPos; - -void main() -{ - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - vec3 lightDot = vec3(0.0); - vec3 normal = normalize(fragNormal); - vec3 viewD = normalize(viewPos - fragPosition); - vec3 specular = vec3(0.0); - - // NOTE: Implement here your fragment shader code - - for (int i = 0; i < MAX_LIGHTS; i++) - { - if (lights[i].enabled == 1) - { - vec3 light = vec3(0.0); - - if (lights[i].type == LIGHT_DIRECTIONAL) - { - light = -normalize(lights[i].target - lights[i].position); - } - - if (lights[i].type == LIGHT_POINT) - { - light = normalize(lights[i].position - fragPosition); - } - - float NdotL = max(dot(normal, light), 0.0); - lightDot += lights[i].color.rgb*NdotL; - - float specCo = 0.0; - if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine - specular += specCo; - } - } - - finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); - finalColor += texelColor*(ambient/10.0)*colDiffuse; - - // Gamma correction - finalColor = pow(finalColor, vec4(1.0/2.2)); -} -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -//in vec4 vertexColor; // Not required - -in mat4 instanceTransform; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matNormal; - -// Output vertex attributes (to fragment shader) -out vec3 fragPosition; -out vec2 fragTexCoord; -out vec4 fragColor; -out vec3 fragNormal; - -// NOTE: Add here your custom variables - -void main() -{ - // Compute MVP for current instance - mat4 mvpi = mvp*instanceTransform; - - // Send vertex attributes to fragment shader - fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); - fragTexCoord = vertexTexCoord; - //fragColor = vertexColor; - fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); - - // Calculate final vertex position - gl_Position = mvpi*vec4(vertexPosition, 1.0); -} |
