diff options
| author | johann nadalutti <[email protected]> | 2024-02-29 18:28:51 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2024-02-29 18:28:51 +0100 |
| commit | 53221eb799de037eaaae4accbfc5ef6f6c2fe1bb (patch) | |
| tree | 2f71f84d75ec63a36f1bdff8e03ecbe854db2189 /examples/models/resources | |
| parent | 077ab6d56bea4fc464cd5c07e02071e911eac64a (diff) | |
| download | raylib-53221eb799de037eaaae4accbfc5ef6f6c2fe1bb.tar.gz raylib-53221eb799de037eaaae4accbfc5ef6f6c2fe1bb.zip | |
feat: vox_loader normals and new voxels shader (#3843)
Diffstat (limited to 'examples/models/resources')
| -rw-r--r-- | examples/models/resources/models/vox/fez.vox | bin | 0 -> 1123241 bytes | |||
| -rw-r--r-- | examples/models/resources/shaders/glsl330/voxel_lighting.fs | 76 | ||||
| -rw-r--r-- | examples/models/resources/shaders/glsl330/voxel_lighting.vs | 32 |
3 files changed, 108 insertions, 0 deletions
diff --git a/examples/models/resources/models/vox/fez.vox b/examples/models/resources/models/vox/fez.vox Binary files differnew file mode 100644 index 00000000..e9fa7269 --- /dev/null +++ b/examples/models/resources/models/vox/fez.vox diff --git a/examples/models/resources/shaders/glsl330/voxel_lighting.fs b/examples/models/resources/shaders/glsl330/voxel_lighting.fs new file mode 100644 index 00000000..1b6c5cff --- /dev/null +++ b/examples/models/resources/shaders/glsl330/voxel_lighting.fs @@ -0,0 +1,76 @@ +#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 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 = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += fragColor*(ambient/10.0)*colDiffuse; + + // Gamma correction + finalColor = pow(finalColor, vec4(1.0/2.2)); +} diff --git a/examples/models/resources/shaders/glsl330/voxel_lighting.vs b/examples/models/resources/shaders/glsl330/voxel_lighting.vs new file mode 100644 index 00000000..f60bfd22 --- /dev/null +++ b/examples/models/resources/shaders/glsl330/voxel_lighting.vs @@ -0,0 +1,32 @@ +#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; +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() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); + //fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +} |
