diff options
| author | TheManTheMythTheGameDev <[email protected]> | 2023-12-19 01:37:41 -0800 |
|---|---|---|
| committer | GitHub <[email protected]> | 2023-12-19 10:37:41 +0100 |
| commit | 1fc3d9aeb2bc629959a203dcb79b74efcb3c9882 (patch) | |
| tree | 889444ac88ff7e699ee343ae5645785a5bc1461f /examples/shaders/resources | |
| parent | 34a9163c520a353ebb9889ea291b7b8babd1d286 (diff) | |
| download | raylib-1fc3d9aeb2bc629959a203dcb79b74efcb3c9882.tar.gz raylib-1fc3d9aeb2bc629959a203dcb79b74efcb3c9882.zip | |
Add shadowmapping example (#3653)
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/models/robot.glb | bin | 0 -> 1602604 bytes | |||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl120/shadowmap.fs | 86 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl120/shadowmap.vs | 32 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/shadowmap.fs | 86 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/shadowmap.vs | 32 |
5 files changed, 236 insertions, 0 deletions
diff --git a/examples/shaders/resources/models/robot.glb b/examples/shaders/resources/models/robot.glb Binary files differnew file mode 100644 index 00000000..549011e7 --- /dev/null +++ b/examples/shaders/resources/models/robot.glb diff --git a/examples/shaders/resources/shaders/glsl120/shadowmap.fs b/examples/shaders/resources/shaders/glsl120/shadowmap.fs new file mode 100644 index 00000000..668fdeb4 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/shadowmap.fs @@ -0,0 +1,86 @@ +#version 120 + +precision mediump float; + +// This shader is based on the basic lighting shader +// This only supports one light, which is directional, and it (of course) supports shadows + +// Input vertex attributes (from vertex shader) +varying in vec3 fragPosition; +varying in vec2 fragTexCoord; +//varying in vec4 fragColor; +varying in vec3 fragNormal; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Input lighting values +uniform vec3 lightDir; +uniform vec4 lightColor; +uniform vec4 ambient; +uniform vec3 viewPos; + +// Input shadowmapping values +uniform mat4 lightVP; // Light source view-projection matrix +uniform sampler2D shadowMap; + +uniform int shadowMapResolution; + +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); + + vec3 l = -lightDir; + + float NdotL = max(dot(normal, l), 0.0); + lightDot += lightColor.rgb*NdotL; + + float specCo = 0.0; + if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine + specular += specCo; + + vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + + // Shadow calculations + vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1); + fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division + fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range + vec2 sampleCoords = fragPosLightSpace.xy; + float curDepth = fragPosLightSpace.z; + // Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene. + // The solution is adding a small bias to the depth + // In this case, the bias is proportional to the slope of the surface, relative to the light + float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008); + int shadowCounter = 0; + const int numSamples = 9; + // PCF (percentage-closer filtering) algorithm: + // Instead of testing if just one point is closer to the current point, + // we test the surrounding points as well. + // This blurs shadow edges, hiding aliasing artifacts. + vec2 texelSize = vec2(1.0f / float(shadowMapResolution)); + for (int x = -1; x <= 1; x++) + { + for (int y = -1; y <= 1; y++) + { + float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r; + if (curDepth - bias > sampleDepth) + { + shadowCounter++; + } + } + } + finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples)); + + // Add ambient lighting whether in shadow or not + finalColor += texelColor*(ambient/10.0)*colDiffuse; + + // Gamma correction + finalColor = pow(finalColor, vec4(1.0/2.2)); + gl_FragColor = finalColor; +} diff --git a/examples/shaders/resources/shaders/glsl120/shadowmap.vs b/examples/shaders/resources/shaders/glsl120/shadowmap.vs new file mode 100644 index 00000000..bace1d70 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/shadowmap.vs @@ -0,0 +1,32 @@ +#version 120 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; +uniform mat4 matNormal; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying 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); +} diff --git a/examples/shaders/resources/shaders/glsl330/shadowmap.fs b/examples/shaders/resources/shaders/glsl330/shadowmap.fs new file mode 100644 index 00000000..506b51a8 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/shadowmap.fs @@ -0,0 +1,86 @@ +#version 330 + +// This shader is based on the basic lighting shader +// This only supports one light, which is directional, and it (of course) supports shadows + +// 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; + +// Input lighting values +uniform vec3 lightDir; +uniform vec4 lightColor; +uniform vec4 ambient; +uniform vec3 viewPos; + +// Input shadowmapping values +uniform mat4 lightVP; // Light source view-projection matrix +uniform sampler2D shadowMap; + +uniform int shadowMapResolution; + +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); + + vec3 l = -lightDir; + + float NdotL = max(dot(normal, l), 0.0); + lightDot += lightColor.rgb*NdotL; + + float specCo = 0.0; + if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine + specular += specCo; + + finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + + // Shadow calculations + vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1); + fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division + fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range + vec2 sampleCoords = fragPosLightSpace.xy; + float curDepth = fragPosLightSpace.z; + // Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene. + // The solution is adding a small bias to the depth + // In this case, the bias is proportional to the slope of the surface, relative to the light + float bias = max(0.0002 * (1.0 - dot(normal, l)), 0.00002) + 0.00001; + int shadowCounter = 0; + const int numSamples = 9; + // PCF (percentage-closer filtering) algorithm: + // Instead of testing if just one point is closer to the current point, + // we test the surrounding points as well. + // This blurs shadow edges, hiding aliasing artifacts. + vec2 texelSize = vec2(1.0f / float(shadowMapResolution)); + for (int x = -1; x <= 1; x++) + { + for (int y = -1; y <= 1; y++) + { + float sampleDepth = texture(shadowMap, sampleCoords + texelSize * vec2(x, y)).r; + if (curDepth - bias > sampleDepth) + { + shadowCounter++; + } + } + } + finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples)); + + // Add ambient lighting whether in shadow or not + finalColor += texelColor*(ambient/10.0)*colDiffuse; + + // Gamma correction + finalColor = pow(finalColor, vec4(1.0/2.2)); +} diff --git a/examples/shaders/resources/shaders/glsl330/shadowmap.vs b/examples/shaders/resources/shaders/glsl330/shadowmap.vs new file mode 100644 index 00000000..f8ec45f1 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/shadowmap.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); +} |
