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Added standard shader for testing

raysan5 9 years ago
parent
commit
478d3cbb79

+ 161 - 0
examples/resources/shaders/glsl100/standard.fs

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+#version 100
+
+precision mediump float;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform sampler2D texture2;
+
+uniform vec4 colAmbient;
+uniform vec4 colDiffuse;
+uniform vec4 colSpecular;
+uniform float glossiness;
+
+uniform int useNormal;
+uniform int useSpecular;
+
+uniform mat4 modelMatrix;
+uniform vec3 viewDir;
+
+struct Light {
+    int enabled;
+    int type;
+    vec3 position;
+    vec3 direction;
+    vec4 diffuse;
+    float intensity;
+    float radius;
+    float coneAngle;
+};
+
+const int maxLights = 8;
+uniform Light lights[maxLights];
+
+vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
+{
+/*
+    vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
+    vec3 surfaceToLight = l.position - surfacePos;
+    
+    // Diffuse shading
+    float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
+    float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diff > 0.0)
+    {
+        vec3 h = normalize(-l.direction + v);
+        spec = pow(dot(n, h), 3.0 + glossiness)*s;
+    }
+    
+    return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
+*/
+    return vec3(0.5);
+}
+
+vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
+{
+/*
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diff > 0.0)
+    {
+        vec3 h = normalize(lightDir + v);
+        spec = pow(dot(n, h), 3.0 + glossiness)*s;
+    }
+    
+    // Combine results
+    return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
+*/
+    return vec3(0.5);
+}
+
+vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
+{
+/*
+    vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+    vec3 lightToSurface = normalize(surfacePos - l.position);
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+    
+    // Spot attenuation
+    float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
+    attenuation = dot(lightToSurface, -lightDir);
+    
+    float lightToSurfaceAngle = degrees(acos(attenuation));
+    if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+    
+    float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
+    
+    // Combine diffuse and attenuation
+    float diffAttenuation = diff*attenuation;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diffAttenuation > 0.0)
+    {
+        vec3 h = normalize(lightDir + v);
+        spec = pow(dot(n, h), 3.0 + glossiness)*s;
+    }
+    
+    return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
+*/
+    return vec3(0.5);
+}
+
+void main()
+{
+    // Calculate fragment normal in screen space
+    // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
+    mat3 normalMatrix = mat3(modelMatrix);
+    vec3 normal = normalize(normalMatrix*fragNormal);
+
+    // Normalize normal and view direction vectors
+    vec3 n = normalize(normal);
+    vec3 v = normalize(viewDir);
+
+    // Calculate diffuse texture color fetching
+    vec4 texelColor = texture2D(texture0, fragTexCoord);
+    vec3 lighting = colAmbient.rgb;
+    
+    // Calculate normal texture color fetching or set to maximum normal value by default
+    if (useNormal == 1)
+    {
+        n *= texture2D(texture1, fragTexCoord).rgb;
+        n = normalize(n);
+    }
+    
+    // Calculate specular texture color fetching or set to maximum specular value by default
+    float spec = 1.0;
+    if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
+    
+    for (int i = 0; i < maxLights; i++)
+    {
+        // Check if light is enabled
+        if (lights[i].enabled == 1)
+        {
+            // Calculate lighting based on light type
+            if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
+            else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
+            else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
+            
+            // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
+        }
+    }
+    
+    // Calculate final fragment color
+    gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
+}

+ 23 - 0
examples/resources/shaders/glsl100/standard.vs

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+#version 100
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+    fragPosition = vertexPosition;
+    fragTexCoord = vertexTexCoord;
+    fragColor = vertexColor;
+    fragNormal = vertexNormal;
+
+    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+}

+ 150 - 0
examples/resources/shaders/glsl330/standard.fs

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+#version 330
+
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragNormal;
+
+out vec4 finalColor;
+
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform sampler2D texture2;
+
+uniform vec4 colAmbient;
+uniform vec4 colDiffuse;
+uniform vec4 colSpecular;
+uniform float glossiness;
+
+uniform int useNormal;
+uniform int useSpecular;
+
+uniform mat4 modelMatrix;
+uniform vec3 viewDir;
+
+struct Light {
+    int enabled;
+    int type;
+    vec3 position;
+    vec3 direction;
+    vec4 diffuse;
+    float intensity;
+    float radius;
+    float coneAngle;
+};
+
+const int maxLights = 8;
+uniform Light lights[maxLights];
+
+vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
+{
+    vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+    vec3 surfaceToLight = l.position - surfacePos;
+    
+    // Diffuse shading
+    float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
+    float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diff > 0.0)
+    {
+        vec3 h = normalize(-l.direction + v);
+        spec = pow(dot(n, h), 3.0 + glossiness)*s;
+    }
+    
+    return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
+{
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diff > 0.0)
+    {
+        vec3 h = normalize(lightDir + v);
+        spec = pow(dot(n, h), 3.0 + glossiness)*s;
+    }
+    
+    // Combine results
+    return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
+{
+    vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+    vec3 lightToSurface = normalize(surfacePos - l.position);
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+    
+    // Spot attenuation
+    float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
+    attenuation = dot(lightToSurface, -lightDir);
+    
+    float lightToSurfaceAngle = degrees(acos(attenuation));
+    if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+    
+    float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
+    
+    // Combine diffuse and attenuation
+    float diffAttenuation = diff*attenuation;
+    
+    // Specular shading
+    float spec = 0.0;
+    if (diffAttenuation > 0.0)
+    {
+        vec3 h = normalize(lightDir + v);
+        spec = pow(dot(n, h), 3.0 + glossiness)*s;
+    }
+    
+    return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
+}
+
+void main()
+{
+    // Calculate fragment normal in screen space
+    // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
+    mat3 normalMatrix = mat3(modelMatrix);
+    vec3 normal = normalize(normalMatrix*fragNormal);
+
+    // Normalize normal and view direction vectors
+    vec3 n = normalize(normal);
+    vec3 v = normalize(viewDir);
+
+    // Calculate diffuse texture color fetching
+    vec4 texelColor = texture(texture0, fragTexCoord);
+    vec3 lighting = colAmbient.rgb;
+    
+    // Calculate normal texture color fetching or set to maximum normal value by default
+    if (useNormal == 1)
+    {
+        n *= texture(texture1, fragTexCoord).rgb;
+        n = normalize(n);
+    }
+    
+    // Calculate specular texture color fetching or set to maximum specular value by default
+    float spec = 1.0;
+    if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
+    
+    for (int i = 0; i < maxLights; i++)
+    {
+        // Check if light is enabled
+        if (lights[i].enabled == 1)
+        {
+            // Calculate lighting based on light type
+            if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
+            else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
+            else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
+        }
+    }
+    
+    // Calculate final fragment color
+    finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
+}

+ 23 - 0
examples/resources/shaders/glsl330/standard.vs

@@ -0,0 +1,23 @@
+#version 330 
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexColor;
+
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+    fragPosition = vertexPosition;
+    fragTexCoord = vertexTexCoord;
+    fragColor = vertexColor;
+    fragNormal = vertexNormal;
+
+    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+}