diff options
| author | Ray <[email protected]> | 2017-04-04 01:54:49 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-04-04 01:54:49 +0200 |
| commit | dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8 (patch) | |
| tree | 724f11991d301fc8bfd01ccd13321f66d8969329 /examples/resources/shaders | |
| parent | 5a230659ef39c6eb3bdb5412ca6e1bfc9eeda98e (diff) | |
| download | raylib-dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8.tar.gz raylib-dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8.zip | |
Reorganize examples folder
Diffstat (limited to 'examples/resources/shaders')
| -rw-r--r-- | examples/resources/shaders/glsl100/base.vs | 26 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/bloom.fs | 39 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/distortion.fs | 54 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/grayscale.fs | 25 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/standard.fs | 152 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/standard.vs | 23 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/swirl.fs | 45 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/base.vs | 26 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/bloom.fs | 40 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/depth.fs | 27 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/distortion.fs | 56 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/grayscale.fs | 26 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/standard.fs | 150 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/standard.vs | 23 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/swirl.fs | 46 |
15 files changed, 0 insertions, 758 deletions
diff --git a/examples/resources/shaders/glsl100/base.vs b/examples/resources/shaders/glsl100/base.vs deleted file mode 100644 index e9386939..00000000 --- a/examples/resources/shaders/glsl100/base.vs +++ /dev/null @@ -1,26 +0,0 @@ -#version 100 - -// Input vertex attributes -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec3 vertexNormal; -attribute vec4 vertexColor; - -// Input uniform values -uniform mat4 mvpMatrix; - -// Output vertex attributes (to fragment shader) -varying vec2 fragTexCoord; -varying vec4 fragColor; - -// NOTE: Add here your custom variables - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs deleted file mode 100644 index a8e1d20f..00000000 --- a/examples/resources/shaders/glsl100/bloom.fs +++ /dev/null @@ -1,39 +0,0 @@ -#version 100 - -precision mediump float; - -// Input vertex attributes (from vertex shader) -varying vec2 fragTexCoord; -varying vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// NOTE: Add here your custom variables - -const vec2 size = vec2(800, 450); // render size -const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance -const float quality = 2.5; // lower = smaller glow, better quality - -void main() -{ - vec4 sum = vec4(0); - vec2 sizeFactor = vec2(1)/size*quality; - - // Texel color fetching from texture sampler - vec4 source = texture2D(texture0, fragTexCoord); - - const int range = 2; // should be = (samples - 1)/2; - - for (int x = -range; x <= range; x++) - { - for (int y = -range; y <= range; y++) - { - sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); - } - } - - // Calculate final fragment color - gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs deleted file mode 100644 index 50116ce0..00000000 --- a/examples/resources/shaders/glsl100/distortion.fs +++ /dev/null @@ -1,54 +0,0 @@ -#version 100 - -precision mediump float; - -// Input vertex attributes (from vertex shader) -varying vec2 fragTexCoord; - -// Input uniform values -uniform sampler2D texture0; - -// NOTE: Default parameters for Oculus Rift DK2 device -const vec2 LeftLensCenter = vec2(0.2863248, 0.5); -const vec2 RightLensCenter = vec2(0.7136753, 0.5); -const vec2 LeftScreenCenter = vec2(0.25, 0.5); -const vec2 RightScreenCenter = vec2(0.75, 0.5); -const vec2 Scale = vec2(0.25, 0.45); -const vec2 ScaleIn = vec2(4.0, 2.5); -const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); -const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); - -void main() -{ - // The following two variables need to be set per eye - vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; - vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; - - // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) - vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] - float rSq = theta.x*theta.x + theta.y*theta.y; - vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); - //vec2 tc = LensCenter + Scale*theta1; - - // Detect whether blue texture coordinates are out of range since these will scaled out the furthest - vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); - vec2 tcBlue = LensCenter + Scale*thetaBlue; - - if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else - { - // Do blue texture lookup - float blue = texture2D(texture0, tcBlue).b; - - // Do green lookup (no scaling) - vec2 tcGreen = LensCenter + Scale*theta1; - float green = texture2D(texture0, tcGreen).g; - - // Do red scale and lookup - vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); - vec2 tcRed = LensCenter + Scale*thetaRed; - float red = texture2D(texture0, tcRed).r; - - gl_FragColor = vec4(red, green, blue, 1.0); - } -} diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs deleted file mode 100644 index 15174ea5..00000000 --- a/examples/resources/shaders/glsl100/grayscale.fs +++ /dev/null @@ -1,25 +0,0 @@ -#version 100 - -precision mediump float; - -// Input vertex attributes (from vertex shader) -varying vec2 fragTexCoord; -varying vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// NOTE: Add here your custom variables - -void main() -{ - // Texel color fetching from texture sampler - vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor; - - // Convert texel color to grayscale using NTSC conversion weights - float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); - - // Calculate final fragment color - gl_FragColor = vec4(gray, gray, gray, texelColor.a); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl100/standard.fs b/examples/resources/shaders/glsl100/standard.fs deleted file mode 100644 index fe604e2a..00000000 --- a/examples/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/resources/shaders/glsl100/standard.vs b/examples/resources/shaders/glsl100/standard.vs deleted file mode 100644 index 49c5a3eb..00000000 --- a/examples/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 mvpMatrix; - -void main() -{ - fragPosition = vertexPosition; - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - fragNormal = vertexNormal; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs deleted file mode 100644 index ca7668b2..00000000 --- a/examples/resources/shaders/glsl100/swirl.fs +++ /dev/null @@ -1,45 +0,0 @@ -#version 100 - -precision mediump float; - -// Input vertex attributes (from vertex shader) -varying vec2 fragTexCoord; -varying vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// NOTE: Add here your custom variables - -const float renderWidth = 800.0; // HARDCODED for example! -const float renderHeight = 480.0; // Use uniforms instead... - -float radius = 250.0; -float angle = 0.8; - -uniform vec2 center; - -void main() -{ - vec2 texSize = vec2(renderWidth, renderHeight); - vec2 tc = fragTexCoord*texSize; - tc -= center; - - float dist = length(tc); - - if (dist < radius) - { - float percent = (radius - dist)/radius; - float theta = percent*percent*angle*8.0; - float s = sin(theta); - float c = cos(theta); - - tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); - } - - tc += center; - vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; - - gl_FragColor = vec4(color.rgb, 1.0);; -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/base.vs b/examples/resources/shaders/glsl330/base.vs deleted file mode 100644 index 638cb8ae..00000000 --- a/examples/resources/shaders/glsl330/base.vs +++ /dev/null @@ -1,26 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -in vec4 vertexColor; - -// Input uniform values -uniform mat4 mvpMatrix; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; -out vec4 fragColor; - -// NOTE: Add here your custom variables - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs deleted file mode 100644 index 333d5b05..00000000 --- a/examples/resources/shaders/glsl330/bloom.fs +++ /dev/null @@ -1,40 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -const vec2 size = vec2(800, 450); // render size -const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance -const float quality = 2.5; // lower = smaller glow, better quality - -void main() -{ - vec4 sum = vec4(0); - vec2 sizeFactor = vec2(1)/size*quality; - - // Texel color fetching from texture sampler - vec4 source = texture(texture0, fragTexCoord); - - const int range = 2; // should be = (samples - 1)/2; - - for (int x = -range; x <= range; x++) - { - for (int y = -range; y <= range; y++) - { - sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); - } - } - - // Calculate final fragment color - finalColor = ((sum/(samples*samples)) + source)*colDiffuse; -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/depth.fs b/examples/resources/shaders/glsl330/depth.fs deleted file mode 100644 index 06d399f9..00000000 --- a/examples/resources/shaders/glsl330/depth.fs +++ /dev/null @@ -1,27 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; // Depth texture -uniform vec4 fragTintColor; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -void main() -{ - float zNear = 0.01; // camera z near - float zFar = 10.0; // camera z far - float z = texture(texture0, fragTexCoord).x; - - // Linearize depth value - float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); - - // Calculate final fragment color - finalColor = vec4(depth, depth, depth, 1.0f); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs deleted file mode 100644 index cb4be8fc..00000000 --- a/examples/resources/shaders/glsl330/distortion.fs +++ /dev/null @@ -1,56 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; - -// Input uniform values -uniform sampler2D texture0; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Default parameters for Oculus Rift DK2 device -const vec2 LeftLensCenter = vec2(0.2863248, 0.5); -const vec2 RightLensCenter = vec2(0.7136753, 0.5); -const vec2 LeftScreenCenter = vec2(0.25, 0.5); -const vec2 RightScreenCenter = vec2(0.75, 0.5); -const vec2 Scale = vec2(0.25, 0.45); -const vec2 ScaleIn = vec2(4.0, 2.5); -const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); -const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); - -void main() -{ - // The following two variables need to be set per eye - vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; - vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; - - // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) - vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] - float rSq = theta.x*theta.x + theta.y*theta.y; - vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); - //vec2 tc = LensCenter + Scale*theta1; - - // Detect whether blue texture coordinates are out of range since these will scaled out the furthest - vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); - vec2 tcBlue = LensCenter + Scale*thetaBlue; - - if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); - else - { - // Do blue texture lookup - float blue = texture(texture0, tcBlue).b; - - // Do green lookup (no scaling) - vec2 tcGreen = LensCenter + Scale*theta1; - float green = texture(texture0, tcGreen).g; - - // Do red scale and lookup - vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); - vec2 tcRed = LensCenter + Scale*thetaRed; - float red = texture(texture0, tcRed).r; - - finalColor = vec4(red, green, blue, 1.0); - } -} - diff --git a/examples/resources/shaders/glsl330/grayscale.fs b/examples/resources/shaders/glsl330/grayscale.fs deleted file mode 100644 index 5b3e11be..00000000 --- a/examples/resources/shaders/glsl330/grayscale.fs +++ /dev/null @@ -1,26 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -void main() -{ - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; - - // Convert texel color to grayscale using NTSC conversion weights - float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); - - // Calculate final fragment color - finalColor = vec4(gray, gray, gray, texelColor.a); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/standard.fs b/examples/resources/shaders/glsl330/standard.fs deleted file mode 100644 index 0d461484..00000000 --- a/examples/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/resources/shaders/glsl330/standard.vs b/examples/resources/shaders/glsl330/standard.vs deleted file mode 100644 index fc0a5ff4..00000000 --- a/examples/resources/shaders/glsl330/standard.vs +++ /dev/null @@ -1,23 +0,0 @@ -#version 330 - -in vec3 vertexPosition; -in vec3 vertexNormal; -in vec2 vertexTexCoord; -in vec4 vertexColor; - -out vec3 fragPosition; -out vec2 fragTexCoord; -out vec4 fragColor; -out vec3 fragNormal; - -uniform mat4 mvpMatrix; - -void main() -{ - fragPosition = vertexPosition; - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - fragNormal = vertexNormal; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs deleted file mode 100644 index 5d238ac9..00000000 --- a/examples/resources/shaders/glsl330/swirl.fs +++ /dev/null @@ -1,46 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -const float renderWidth = 800.0; // HARDCODED for example! -const float renderHeight = 480.0; // Use uniforms instead... - -float radius = 250.0; -float angle = 0.8; - -uniform vec2 center = vec2(200.0, 200.0); - -void main() -{ - vec2 texSize = vec2(renderWidth, renderHeight); - vec2 tc = fragTexCoord*texSize; - tc -= center; - - float dist = length(tc); - - if (dist < radius) - { - float percent = (radius - dist)/radius; - float theta = percent*percent*angle*8.0; - float s = sin(theta); - float c = cos(theta); - - tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); - } - - tc += center; - vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; - - finalColor = vec4(color.rgb, 1.0);; -}
\ No newline at end of file |
