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| author | jussi | 2022-12-09 16:02:28 +0200 |
|---|---|---|
| committer | jussi | 2022-12-09 16:02:28 +0200 |
| commit | e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1 (patch) | |
| tree | e6fc38ef9c149de6cd58aa43a28e1c67d0cb7317 /examples/resources/shaders | |
| parent | 973d902a16b35258629d2a0b228ad9c3f49b6198 (diff) | |
| download | reilua-enhanced-e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1.tar.gz reilua-enhanced-e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1.tar.bz2 reilua-enhanced-e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1.zip | |
Draw Mesh Instanced Example.
Diffstat (limited to 'examples/resources/shaders')
| -rw-r--r-- | examples/resources/shaders/glsl330/lighting.fs | 82 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/lighting_instancing.vs | 36 |
2 files changed, 118 insertions, 0 deletions
diff --git a/examples/resources/shaders/glsl330/lighting.fs b/examples/resources/shaders/glsl330/lighting.fs new file mode 100644 index 0000000..58845c8 --- /dev/null +++ b/examples/resources/shaders/glsl330/lighting.fs @@ -0,0 +1,82 @@ +#version 330 + +// 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; + +// 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 = 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))), 16.0); // 16 refers to shine + specular += specCo; + } + } + + finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0)*colDiffuse; + + // Gamma correction + finalColor = pow(finalColor, vec4(1.0/2.2)); +} diff --git a/examples/resources/shaders/glsl330/lighting_instancing.vs b/examples/resources/shaders/glsl330/lighting_instancing.vs new file mode 100644 index 0000000..6775a2e --- /dev/null +++ b/examples/resources/shaders/glsl330/lighting_instancing.vs @@ -0,0 +1,36 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +//in vec4 vertexColor; // Not required + +in mat4 instanceTransform; + +// Input uniform values +uniform mat4 mvp; +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() +{ + // Compute MVP for current instance + mat4 mvpi = mvp*instanceTransform; + + // Send vertex attributes to fragment shader + fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + //fragColor = vertexColor; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); + + // Calculate final vertex position + gl_Position = mvpi*vec4(vertexPosition, 1.0); +} |
