diff options
| author | Ray <[email protected]> | 2020-03-02 13:27:54 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-03-02 13:27:54 +0100 |
| commit | 485787059a00e54287f465464ce6e430fe9488c6 (patch) | |
| tree | b21425bbdd37196c3237cd7fe832d1994b634b7e /examples/shaders/resources | |
| parent | 08615d3247c46aebd21ad8a9efc2c158c1b4b922 (diff) | |
| download | raylib-485787059a00e54287f465464ce6e430fe9488c6.tar.gz raylib-485787059a00e54287f465464ce6e430fe9488c6.zip | |
Review shader exaples to work on web (GLSL 100)
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/base.fs | 1 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/base_lighting.vs | 59 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/fog.fs | 94 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/lighting.fs | 81 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/mask.fs | 24 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/base_lighting.vs (renamed from examples/shaders/resources/shaders/glsl330/basic_lighting.vs) | 2 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/fog.fs | 20 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/fog.vs | 32 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/lighting.fs (renamed from examples/shaders/resources/shaders/glsl330/basic_lighting.fs) | 2 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/mask.fs | 7 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/mask.vs | 21 |
11 files changed, 272 insertions, 71 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/base.fs b/examples/shaders/resources/shaders/glsl100/base.fs index b004ba0b..c1126423 100644 --- a/examples/shaders/resources/shaders/glsl100/base.fs +++ b/examples/shaders/resources/shaders/glsl100/base.fs @@ -11,7 +11,6 @@ uniform sampler2D texture0; uniform vec4 colDiffuse; // NOTE: Add here your custom variables -uniform vec2 resolution = vec2(800, 450); void main() { diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting.vs b/examples/shaders/resources/shaders/glsl100/base_lighting.vs new file mode 100644 index 00000000..5245c615 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/base_lighting.vs @@ -0,0 +1,59 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// NOTE: Add here your custom variables + +// https://github.com/glslify/glsl-inverse +mat3 inverse(mat3 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; + + float b01 = a22*a11 - a12*a21; + float b11 = -a22*a10 + a12*a20; + float b21 = a21*a10 - a11*a20; + + float det = a00*b01 + a01*b11 + a02*b21; + + return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), + b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), + b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; +} + +// https://github.com/glslify/glsl-transpose +mat3 transpose(mat3 m) +{ + return mat3(m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} + +void main() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); + 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/shaders/resources/shaders/glsl100/fog.fs b/examples/shaders/resources/shaders/glsl100/fog.fs new file mode 100644 index 00000000..eeb2150f --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/fog.fs @@ -0,0 +1,94 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// 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; +uniform float fogDensity; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(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); // Shine: 16.0 + specular += specCo; + } + } + + vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0); + + // Gamma correction + finalColor = pow(finalColor, vec4(1.0/2.2)); + + // Fog calculation + float dist = length(viewPos - fragPosition); + + // these could be parameters... + const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0); + //const float fogDensity = 0.16; + + // Exponential fog + float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity)); + + // Linear fog (less nice) + //const float fogStart = 2.0; + //const float fogEnd = 10.0; + //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart); + + fogFactor = clamp(fogFactor, 0.0, 1.0); + + gl_FragColor = mix(fogColor, finalColor, fogFactor); +} diff --git a/examples/shaders/resources/shaders/glsl100/lighting.fs b/examples/shaders/resources/shaders/glsl100/lighting.fs new file mode 100644 index 00000000..5e4ff64c --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/lighting.fs @@ -0,0 +1,81 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// 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 = texture2D(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; + } + } + + vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0); + + // Gamma correction + gl_FragColor = pow(finalColor, vec4(1.0/2.2)); +} diff --git a/examples/shaders/resources/shaders/glsl100/mask.fs b/examples/shaders/resources/shaders/glsl100/mask.fs new file mode 100644 index 00000000..20710620 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/mask.fs @@ -0,0 +1,24 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D mask; +uniform vec4 colDiffuse; +uniform int frame; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0)); + if (maskColour.r < 0.25) discard; + vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0)); + + gl_FragColor = texelColor*maskColour; +} diff --git a/examples/shaders/resources/shaders/glsl330/basic_lighting.vs b/examples/shaders/resources/shaders/glsl330/base_lighting.vs index 509954dd..f1b75d79 100644 --- a/examples/shaders/resources/shaders/glsl330/basic_lighting.vs +++ b/examples/shaders/resources/shaders/glsl330/base_lighting.vs @@ -21,7 +21,7 @@ out vec3 fragNormal; void main() { // Send vertex attributes to fragment shader - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; diff --git a/examples/shaders/resources/shaders/glsl330/fog.fs b/examples/shaders/resources/shaders/glsl330/fog.fs index 57ed1480..2160f31b 100644 --- a/examples/shaders/resources/shaders/glsl330/fog.fs +++ b/examples/shaders/resources/shaders/glsl330/fog.fs @@ -55,25 +55,21 @@ void main() 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); - } + + 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; + 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 =shine + if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0 specular += specCo; - } } - finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0))); - finalColor += texelColor * (ambient/10.0); + finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0); // Gamma correction finalColor = pow(finalColor, vec4(1.0/2.2)); diff --git a/examples/shaders/resources/shaders/glsl330/fog.vs b/examples/shaders/resources/shaders/glsl330/fog.vs deleted file mode 100644 index 00779cfa..00000000 --- a/examples/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/shaders/resources/shaders/glsl330/basic_lighting.fs b/examples/shaders/resources/shaders/glsl330/lighting.fs index 50b41f09..33fa8f9a 100644 --- a/examples/shaders/resources/shaders/glsl330/basic_lighting.fs +++ b/examples/shaders/resources/shaders/glsl330/lighting.fs @@ -69,7 +69,7 @@ void main() 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 + if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine specular += specCo; } } diff --git a/examples/shaders/resources/shaders/glsl330/mask.fs b/examples/shaders/resources/shaders/glsl330/mask.fs index a0627909..a93bed07 100644 --- a/examples/shaders/resources/shaders/glsl330/mask.fs +++ b/examples/shaders/resources/shaders/glsl330/mask.fs @@ -2,6 +2,7 @@ // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; // Input uniform values uniform sampler2D texture0; @@ -13,9 +14,9 @@ out vec4 finalColor; void main() { - vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0)); + vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0)); if (maskColour.r < 0.25) discard; - vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0)); + vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0)); - finalColor = texelColor * maskColour; + finalColor = texelColor*maskColour; } diff --git a/examples/shaders/resources/shaders/glsl330/mask.vs b/examples/shaders/resources/shaders/glsl330/mask.vs deleted file mode 100644 index 66a15161..00000000 --- a/examples/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); -} |
