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Reorganize shaders to respective folders

raysan5 9 years ago
parent
commit
c4922c9e88

+ 0 - 26
examples/resources/shaders/base.vs

@@ -1,26 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec4 fragColor;
-
-// NOTE: Add here your custom variables 
-
-void main()
-{
-    // Send vertex attributes to fragment shader
-    fragTexCoord = vertexTexCoord;
-    fragColor = vertexColor;
-    
-    // Calculate final vertex position
-    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-}

+ 68 - 0
examples/resources/shaders/glsl100/distortion.fs

@@ -0,0 +1,68 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// NOTE: Add here your custom variables
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45);    //vec2(0.1469278, 0.2350845);
+const vec2 ScaleIn = vec2(4, 2.2222);
+const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+
+/*
+// Another set of default values
+ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
+DistortionK = {1.0, 0.22, 0.24, 0}
+Scale = {0.25, 0.5*AspectRatio, 0, 0}
+ScaleIn = {4.0, 2/AspectRatio, 0, 0}
+Left Screen Center = {0.25, 0.5, 0, 0}
+Left Lens Center = {0.287994117, 0.5, 0, 0}
+Right Screen Center = {0.75, 0.5, 0, 0}
+Right Lens Center = {0.712005913, 0.5, 0, 0}
+*/
+
+// Scales input texture coordinates for distortion.
+vec2 HmdWarp(vec2 in01, vec2 LensCenter)
+{
+    vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
+    float rSq = theta.x*theta.x + theta.y*theta.y;
+    vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
+
+    return LensCenter + Scale*rvector;
+}
+
+void main()
+{
+    // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
+    
+    // The following two variables need to be set per eye
+    vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+    vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+
+    vec2 tc = HmdWarp(fragTexCoord, LensCenter);
+
+    if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+    else
+    {
+        //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
+        gl_FragColor = texture2D(texture0, tc);
+    }
+    
+    /*
+    // Chromatic aberration is caused when a lens can't focus every color to the same focal point. 
+    // A simple way to fake this effect, and render it as a quick full-screen post-process, 
+    // is to apply an offset to each color channel in a fragment shader.
+    vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);  
+    vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
+    vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
+    finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
+    */
+}

+ 2 - 2
examples/resources/shaders/distortion.fs → examples/resources/shaders/glsl330/distortion.fs

@@ -45,8 +45,8 @@ void main()
     // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
     // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
     
     
     // The following two variables need to be set per eye
     // The following two variables need to be set per eye
-    vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
-    vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+    vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+    vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
 
 
     vec2 tc = HmdWarp(fragTexCoord, LensCenter);
     vec2 tc = HmdWarp(fragTexCoord, LensCenter);
 
 

+ 155 - 0
shaders/glsl100/standard.fs

@@ -0,0 +1,155 @@
+#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 int lightsCount;
+uniform Light lights[maxLights];
+
+vec3 CalcPointLight(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(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
+    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 + glossiness)*s;
+    }
+    
+    return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
+{
+    vec3 lightDir = normalize(-l.direction);
+    
+    // Diffuse shading
+    float diff = clamp(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 + glossiness)*s;
+    }
+    
+    // Combine results
+    return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 CalcSpotLight(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(dot(n, lightDir), 0.0, 1.0)*l.intensity;
+    
+    // Spot attenuation
+    float attenuation = clamp(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 + 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 = transpose(inverse(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 < lightsCount; i++)
+    {
+        // Check if light is enabled
+        if (lights[i].enabled == 1)
+        {
+            // Calculate lighting based on light type
+            switch (lights[i].type)
+            {
+                case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
+                case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
+                case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
+                default: break;
+            }
+        }
+    }
+    
+    // Calculate final fragment color
+    gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
+}

+ 23 - 0
shaders/glsl100/standard.vs

@@ -0,0 +1,23 @@
+#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);
+}

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


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


+ 1 - 1
src/rlgl.c

@@ -2538,7 +2538,7 @@ void InitOculusDevice(void)
         
         
         // Load oculus-distortion shader (oculus parameters setup internally)
         // Load oculus-distortion shader (oculus parameters setup internally)
         // TODO: Embed coulus distortion shader (in this function like default shader?)
         // TODO: Embed coulus distortion shader (in this function like default shader?)
-        distortion = LoadShader("resources/shaders/base.vs", "resources/shaders/distortion.fs");
+        distortion = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
         
         
         oculusSimulator = true;
         oculusSimulator = true;
         vrEnabled = true;
         vrEnabled = true;