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authorjohann nadalutti <[email protected]>2024-02-29 18:28:51 +0100
committerGitHub <[email protected]>2024-02-29 18:28:51 +0100
commit53221eb799de037eaaae4accbfc5ef6f6c2fe1bb (patch)
tree2f71f84d75ec63a36f1bdff8e03ecbe854db2189 /examples/models/resources
parent077ab6d56bea4fc464cd5c07e02071e911eac64a (diff)
downloadraylib-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.voxbin0 -> 1123241 bytes
-rw-r--r--examples/models/resources/shaders/glsl330/voxel_lighting.fs76
-rw-r--r--examples/models/resources/shaders/glsl330/voxel_lighting.vs32
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
new file mode 100644
index 00000000..e9fa7269
--- /dev/null
+++ b/examples/models/resources/models/vox/fez.vox
Binary files differ
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);
+}