summaryrefslogtreecommitdiffhomepage
path: root/examples/shaders/resources
diff options
context:
space:
mode:
authorRay <[email protected]>2019-08-19 12:08:45 +0200
committerRay <[email protected]>2019-08-19 12:08:45 +0200
commit4b79f63d07ca81c180ce9d021b2d5fa6cb6af401 (patch)
tree9584317bb9195f68071ff31df659bd69efc90363 /examples/shaders/resources
parentce8d7042c625d45e28755d80f9b39beb1d2a6c5a (diff)
downloadraylib-4b79f63d07ca81c180ce9d021b2d5fa6cb6af401.tar.gz
raylib-4b79f63d07ca81c180ce9d021b2d5fa6cb6af401.zip
new example: shaders_fog
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl330/fog.fs99
-rw-r--r--examples/shaders/resources/shaders/glsl330/fog.vs32
2 files changed, 131 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/fog.fs b/examples/shaders/resources/shaders/glsl330/fog.fs
new file mode 100644
index 00000000..57ed1480
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/fog.fs
@@ -0,0 +1,99 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragPosition;
+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 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 = 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);//16 =shine
+ specular += specCo;
+
+ }
+ }
+
+ 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);
+
+ finalColor = mix(fogColor, finalColor, fogFactor);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/fog.vs b/examples/shaders/resources/shaders/glsl330/fog.vs
new file mode 100644
index 00000000..00779cfa
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/fog.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;
+
+// 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);
+}