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authorRay <[email protected]>2019-05-06 16:39:25 +0200
committerRay <[email protected]>2019-05-06 16:39:25 +0200
commit7a23a35eeda3b107d20476fb5a02ec40e867188b (patch)
tree8060e28a77beb497da64c7083cc97e3812d1e7ed /examples/others/resources/shaders
parent621965cb8cbb743820dd66bdde61fc3c79b156a8 (diff)
downloadraylib-7a23a35eeda3b107d20476fb5a02ec40e867188b.tar.gz
raylib-7a23a35eeda3b107d20476fb5a02ec40e867188b.zip
Remove broken example: standard_lighting
Diffstat (limited to 'examples/others/resources/shaders')
-rw-r--r--examples/others/resources/shaders/glsl100/standard.fs152
-rw-r--r--examples/others/resources/shaders/glsl100/standard.vs23
-rw-r--r--examples/others/resources/shaders/glsl330/standard.fs150
-rw-r--r--examples/others/resources/shaders/glsl330/standard.vs23
4 files changed, 0 insertions, 348 deletions
diff --git a/examples/others/resources/shaders/glsl100/standard.fs b/examples/others/resources/shaders/glsl100/standard.fs
deleted file mode 100644
index fe604e2a..00000000
--- a/examples/others/resources/shaders/glsl100/standard.fs
+++ /dev/null
@@ -1,152 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform Light lights[maxLights];
-
-vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture2D(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture2D(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
-
- // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
- }
- }
-
- // Calculate final fragment color
- gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/others/resources/shaders/glsl100/standard.vs b/examples/others/resources/shaders/glsl100/standard.vs
deleted file mode 100644
index 2b958938..00000000
--- a/examples/others/resources/shaders/glsl100/standard.vs
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 100
-
-attribute vec3 vertexPosition;
-attribute vec3 vertexNormal;
-attribute vec2 vertexTexCoord;
-attribute vec4 vertexColor;
-
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-uniform mat4 mvp;
-
-void main()
-{
- fragPosition = vertexPosition;
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- fragNormal = vertexNormal;
-
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/standard.fs b/examples/others/resources/shaders/glsl330/standard.fs
deleted file mode 100644
index 0d461484..00000000
--- a/examples/others/resources/shaders/glsl330/standard.fs
+++ /dev/null
@@ -1,150 +0,0 @@
-#version 330
-
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec4 fragColor;
-in vec3 fragNormal;
-
-out vec4 finalColor;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform Light lights[maxLights];
-
-vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
- }
- }
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/others/resources/shaders/glsl330/standard.vs b/examples/others/resources/shaders/glsl330/standard.vs
deleted file mode 100644
index e2022201..00000000
--- a/examples/others/resources/shaders/glsl330/standard.vs
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 330
-
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-out vec4 fragColor;
-
-uniform mat4 mvp;
-
-void main()
-{
- fragPosition = vertexPosition;
- fragTexCoord = vertexTexCoord;
- fragNormal = vertexNormal;
- fragColor = vertexColor;
-
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-} \ No newline at end of file