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ADDED: Missing resources on some examples

Ray 4 months ago
parent
commit
1fadc67fb3

+ 27 - 0
examples/models/resources/shaders/glsl120/cubemap.fs

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+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+
+// Input uniform values
+uniform sampler2D equirectangularMap;
+
+vec2 SampleSphericalMap(vec3 v)
+{
+    vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
+    uv *= vec2(0.1591, 0.3183);
+    uv += 0.5;
+    return uv;
+}
+
+void main()
+{
+    // Normalize local position
+    vec2 uv = SampleSphericalMap(normalize(fragPosition));
+
+    // Fetch color from texture map
+    vec3 color = texture2D(equirectangularMap, uv).rgb;
+
+    // Calculate final fragment color
+    gl_FragColor = vec4(color, 1.0);
+}

+ 20 - 0
examples/models/resources/shaders/glsl120/cubemap.vs

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+#version 120
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 matProjection;
+uniform mat4 matView;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+
+void main()
+{
+    // Calculate fragment position based on model transformations
+    fragPosition = vertexPosition;
+
+    // Calculate final vertex position
+    gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
+}

+ 18 - 0
examples/models/resources/shaders/glsl120/skinning.fs

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+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+void main()
+{
+    // Fetch color from texture sampler
+    vec4 texelColor = texture2D(texture0, fragTexCoord);
+    
+    // Calculate final fragment color
+    gl_FragColor = texelColor*colDiffuse*fragColor;
+}

+ 59 - 0
examples/models/resources/shaders/glsl120/skinning.vs

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+#version 120
+
+#define MAX_BONE_NUM 64
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+attribute vec4 vertexBoneIds;
+attribute vec4 vertexBoneWeights;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 boneMatrices[MAX_BONE_NUM];
+
+// Output vertex attributes (to fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+void main()
+{
+    int boneIndex0 = int(vertexBoneIds.x);
+    int boneIndex1 = int(vertexBoneIds.y);
+    int boneIndex2 = int(vertexBoneIds.z);
+    int boneIndex3 = int(vertexBoneIds.w);
+    
+    // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
+    mat4 boneMatrixTransposed0 = mat4(
+        vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
+        vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
+        vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
+        vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
+    mat4 boneMatrixTransposed1 = mat4(
+        vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
+        vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
+        vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
+        vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
+    mat4 boneMatrixTransposed2 = mat4(
+        vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
+        vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
+        vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
+        vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
+    mat4 boneMatrixTransposed3 = mat4(
+        vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
+        vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
+        vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
+        vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
+    
+    vec4 skinnedPosition =
+        vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
+        vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) + 
+        vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) + 
+        vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
+    
+    fragTexCoord = vertexTexCoord;
+    fragColor = vertexColor;
+
+    gl_Position = mvp*skinnedPosition;
+}

+ 29 - 0
examples/models/resources/shaders/glsl120/skybox.fs

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+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+uniform bool vflipped;
+uniform bool doGamma;
+
+void main()
+{
+    // Fetch color from texture map
+    vec4 texelColor = vec4(0.0);
+
+    if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
+    else texelColor = textureCube(environmentMap, fragPosition);
+
+    vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
+
+    if (doGamma) // Apply gamma correction
+    {
+        color = color/(color + vec3(1.0));
+        color = pow(color, vec3(1.0/2.2));
+    }
+
+    // Calculate final fragment color
+    gl_FragColor = vec4(color, 1.0);
+}

+ 24 - 0
examples/models/resources/shaders/glsl120/skybox.vs

@@ -0,0 +1,24 @@
+#version 120
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 matProjection;
+uniform mat4 matView;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+
+void main()
+{
+    // Calculate fragment position based on model transformations
+    fragPosition = vertexPosition;
+
+    // Remove translation from the view matrix
+    mat4 rotView = mat4(mat3(matView));
+    vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
+
+    // Calculate final vertex position
+    gl_Position = clipPos;
+}

+ 28 - 0
examples/shaders/resources/shaders/glsl120/depth.fs

@@ -0,0 +1,28 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D depthTexture;
+uniform bool flipY;
+
+float nearPlane = 0.1;
+float farPlane = 100.0;
+
+void main()
+{
+    // Handle potential Y-flipping
+    vec2 texCoord = fragTexCoord;
+    if (flipY)
+        texCoord.y = 1.0 - texCoord.y;
+
+    // Sample depth texture
+    float depth = texture2D(depthTexture, texCoord).r;
+
+    // Linearize depth
+    float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
+
+    // Output final color
+    gl_FragColor = vec4(vec3(linearDepth), 1.0);
+}