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@@ -85,13 +85,13 @@ static const char fStandardShaderStr[] =
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"{\n"
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" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
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" vec3 surfaceToLight = l.position - surfacePos;\n"
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-" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n"
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+" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
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" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
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" float spec = 0.0;\n"
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" if (diff > 0.0)\n"
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" {\n"
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" vec3 h = normalize(-l.direction + v);\n"
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-" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
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+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
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" }\n"
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" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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"}\n"
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@@ -99,23 +99,23 @@ static const char fStandardShaderStr[] =
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"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
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"{\n"
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" vec3 lightDir = normalize(-l.direction);\n"
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-" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
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+" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
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" float spec = 0.0;\n"
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" if (diff > 0.0)\n"
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" {\n"
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" vec3 h = normalize(lightDir + v);\n"
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-" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
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+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
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" }\n"
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" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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"}\n"
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"\n"
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"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
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"{\n"
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-" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
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+" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
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" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
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" vec3 lightDir = normalize(-l.direction);\n"
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-" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
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-" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n"
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+" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
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+" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
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" attenuation = dot(lightToSurface, -lightDir);\n"
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" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
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" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
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@@ -125,37 +125,45 @@ static const char fStandardShaderStr[] =
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" if (diffAttenuation > 0.0)\n"
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" {\n"
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" vec3 h = normalize(lightDir + v);\n"
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-" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
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+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
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" }\n"
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" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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-" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n"
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+" mat3 normalMatrix = mat3(modelMatrix);\n"
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" vec3 normal = normalize(normalMatrix*fragNormal);\n"
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" vec3 n = normalize(normal);\n"
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" vec3 v = normalize(viewDir);\n"
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+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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+" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
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+#elif defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord);\n"
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+#endif
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" vec3 lighting = colAmbient.rgb;\n"
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" if (useNormal == 1)\n"
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" {\n"
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+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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+" n *= texture2D(texture1, fragTexCoord).rgb;\n"
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+#elif defined(GRAPHICS_API_OPENGL_33)
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" n *= texture(texture1, fragTexCoord).rgb;\n"
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+#endif
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" n = normalize(n);\n"
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" }\n"
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" float spec = 1.0;\n"
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+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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+" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
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+#elif defined(GRAPHICS_API_OPENGL_33)
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" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
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+#endif
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" for (int i = 0; i < lightsCount; i++)\n"
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" {\n"
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" if (lights[i].enabled == 1)\n"
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" {\n"
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-" switch (lights[i].type)\n"
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-" {\n"
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-" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n"
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-" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n"
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-" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n"
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-" default: break;\n"
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-" }\n"
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+" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
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+" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
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+" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
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" }\n"
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" }\n"
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#if defined(GRAPHICS_API_OPENGL_33)
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