From 99eec35358b2c8fc0dad75233265da74aa14dd1a Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 5 Mar 2020 13:59:57 +0100 Subject: Update examples for desktop --- .../resources/shaders/glsl330/base_lighting.vs | 33 +++++++++ .../resources/shaders/glsl330/basic_lighting.fs | 82 ---------------------- .../resources/shaders/glsl330/basic_lighting.vs | 33 --------- .../web/shaders/resources/shaders/glsl330/fog.vs | 32 --------- .../shaders/resources/shaders/glsl330/lighting.fs | 82 ++++++++++++++++++++++ .../web/shaders/resources/shaders/glsl330/mask.vs | 21 ------ 6 files changed, 115 insertions(+), 168 deletions(-) create mode 100644 examples/web/shaders/resources/shaders/glsl330/base_lighting.vs delete mode 100644 examples/web/shaders/resources/shaders/glsl330/basic_lighting.fs delete mode 100644 examples/web/shaders/resources/shaders/glsl330/basic_lighting.vs delete mode 100644 examples/web/shaders/resources/shaders/glsl330/fog.vs create mode 100644 examples/web/shaders/resources/shaders/glsl330/lighting.fs delete mode 100644 examples/web/shaders/resources/shaders/glsl330/mask.vs diff --git a/examples/web/shaders/resources/shaders/glsl330/base_lighting.vs b/examples/web/shaders/resources/shaders/glsl330/base_lighting.vs new file mode 100644 index 0000000..509954d --- /dev/null +++ b/examples/web/shaders/resources/shaders/glsl330/base_lighting.vs @@ -0,0 +1,33 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; + +// 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() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); + 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); +} diff --git a/examples/web/shaders/resources/shaders/glsl330/basic_lighting.fs b/examples/web/shaders/resources/shaders/glsl330/basic_lighting.fs deleted file mode 100644 index 50b41f0..0000000 --- a/examples/web/shaders/resources/shaders/glsl330/basic_lighting.fs +++ /dev/null @@ -1,82 +0,0 @@ -#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); // 16 refers to shine - specular += specCo; - } - } - - finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); - finalColor += texelColor*(ambient/10.0); - - // Gamma correction - finalColor = pow(finalColor, vec4(1.0/2.2)); -} diff --git a/examples/web/shaders/resources/shaders/glsl330/basic_lighting.vs b/examples/web/shaders/resources/shaders/glsl330/basic_lighting.vs deleted file mode 100644 index 509954d..0000000 --- a/examples/web/shaders/resources/shaders/glsl330/basic_lighting.vs +++ /dev/null @@ -1,33 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -in vec4 vertexColor; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matModel; - -// 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() -{ - // Send vertex attributes to fragment shader - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); - 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); -} diff --git a/examples/web/shaders/resources/shaders/glsl330/fog.vs b/examples/web/shaders/resources/shaders/glsl330/fog.vs deleted file mode 100644 index 00779cf..0000000 --- a/examples/web/shaders/resources/shaders/glsl330/fog.vs +++ /dev/null @@ -1,32 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -in vec4 vertexColor; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matModel; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; -out vec4 fragColor; -out vec3 fragPosition; -out vec3 fragNormal; - -// NOTE: Add here your custom variables - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); - mat3 normalMatrix = transpose(inverse(mat3(matModel))); - fragNormal = normalize(normalMatrix*vertexNormal); - - // Calculate final vertex position - gl_Position = mvp*vec4(vertexPosition, 1.0); -} diff --git a/examples/web/shaders/resources/shaders/glsl330/lighting.fs b/examples/web/shaders/resources/shaders/glsl330/lighting.fs new file mode 100644 index 0000000..50b41f0 --- /dev/null +++ b/examples/web/shaders/resources/shaders/glsl330/lighting.fs @@ -0,0 +1,82 @@ +#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); // 16 refers to shine + specular += specCo; + } + } + + finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0); + + // Gamma correction + finalColor = pow(finalColor, vec4(1.0/2.2)); +} diff --git a/examples/web/shaders/resources/shaders/glsl330/mask.vs b/examples/web/shaders/resources/shaders/glsl330/mask.vs deleted file mode 100644 index 66a1516..0000000 --- a/examples/web/shaders/resources/shaders/glsl330/mask.vs +++ /dev/null @@ -1,21 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matModel; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - - // Calculate final vertex position - gl_Position = mvp*vec4(vertexPosition, 1.0); -} -- cgit v1.2.3