diff options
| author | Ray <[email protected]> | 2019-08-19 12:08:45 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-08-19 12:08:45 +0200 |
| commit | 4b79f63d07ca81c180ce9d021b2d5fa6cb6af401 (patch) | |
| tree | 9584317bb9195f68071ff31df659bd69efc90363 /examples/shaders/resources | |
| parent | ce8d7042c625d45e28755d80f9b39beb1d2a6c5a (diff) | |
| download | raylib-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.fs | 99 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/fog.vs | 32 |
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); +} |
