Johnny Cena преди 3 седмици
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cb05945e76

+ 65 - 0
examples/models/resources/shaders/glsl100/voxel_lighting.fs

@@ -0,0 +1,65 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+// Input from vertex shader
+varying vec3 fragPosition;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// Uniforms
+uniform vec4 colDiffuse;
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct Light {
+    int enabled;
+    int type;
+    vec3 position;
+    vec3 target;
+    vec4 color;
+};
+
+uniform Light lights[MAX_LIGHTS];
+
+void main()
+{
+    vec3 lightDot = vec3(0.0);
+    vec3 normal = normalize(fragNormal);
+    vec3 viewD = normalize(viewPos - fragPosition);
+    vec3 specular = vec3(0.0);
+
+    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;
+
+            if (NdotL > 0.0)
+            {
+                float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
+                specular += specCo;
+            }
+        }
+    }
+
+    vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
+    finalColor += fragColor * (ambient / 10.0) * colDiffuse;
+
+    finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
+
+    gl_FragColor = finalColor;
+}

+ 28 - 0
examples/models/resources/shaders/glsl100/voxel_lighting.vs

@@ -0,0 +1,28 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+// attribute vec2 vertexTexCoord;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+uniform mat4 matNormal;
+
+// Output to fragment shader
+varying vec3 fragPosition;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+void main()
+{
+    fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+    fragColor = vertexColor;
+    fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
+
+    gl_Position = mvp * vec4(vertexPosition, 1.0);
+}

+ 61 - 0
examples/models/resources/shaders/glsl120/voxel_lighting.fs

@@ -0,0 +1,61 @@
+// Input from vertex shader
+varying vec3 fragPosition;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// Uniforms
+uniform vec4 colDiffuse;
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct Light {
+    int enabled;
+    int type;
+    vec3 position;
+    vec3 target;
+    vec4 color;
+};
+
+uniform Light lights[MAX_LIGHTS];
+
+void main()
+{
+    vec3 lightDot = vec3(0.0);
+    vec3 normal = normalize(fragNormal);
+    vec3 viewD = normalize(viewPos - fragPosition);
+    vec3 specular = vec3(0.0);
+
+    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;
+
+            if (NdotL > 0.0)
+            {
+                float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
+                specular += specCo;
+            }
+        }
+    }
+
+    vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
+    finalColor += fragColor * (ambient / 10.0) * colDiffuse;
+
+    finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
+
+    gl_FragColor = finalColor;
+}

+ 23 - 0
examples/models/resources/shaders/glsl120/voxel_lighting.vs

@@ -0,0 +1,23 @@
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+// Uniforms
+uniform mat4 mvp;
+uniform mat4 matModel;
+uniform mat4 matNormal;
+
+// Output to fragment shader
+varying vec3 fragPosition;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+void main()
+{
+    fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+    fragColor = vertexColor;
+    fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
+
+    gl_Position = mvp * vec4(vertexPosition, 1.0);
+}