Added examples 13-stencil and 14-shadowvolumes

This commit is contained in:
Dario Manesku 2013-10-18 06:55:43 +01:00
parent 2723b15ab6
commit 48aa0079ae
46 changed files with 177792 additions and 0 deletions

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}

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$input v_normal, v_view
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_params;
uniform vec3 u_ambient;
uniform vec3 u_diffuse;
uniform vec4 u_color;
uniform vec4 u_specular_shininess;
uniform vec4 u_lightPosRadius[5];
uniform vec4 u_lightRgbInnerR[5];
#define u_ambientPass u_params.x
#define u_lightningPass u_params.y
#define u_alpha u_params.z
#define u_lightCount u_params.w
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m);
return vec4(1.0, diff, spec, 1.0);
}
vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
{
if (float(_idx) >= u_lightCount)
return vec3_splat(0.0);
vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
vec3 toLight = lightPos - _view;
vec3 lightDir = normalize(toLight);
vec2 bln = blinn(lightDir, _normal, _viewDir);
vec4 lc = lit(bln.x, bln.y, u_shininess);
float dist = max(length(toLight), u_lightPosRadius[_idx].w);
float attn = 100.0 * pow(dist, -2.0);
vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
return rgb;
}
void main()
{
vec3 normal = normalize(v_normal);
vec3 viewDir = -normalize(v_view);
vec3 ambientColor = u_ambient * u_ambientPass;
vec3 lightColor = vec3_splat(0.0);
for(int ii = 0; ii < 5; ++ii)
{
lightColor += calcLight(ii, v_view, normal, viewDir);
}
lightColor *= u_lightningPass;
vec3 color = u_color.xyz;
vec3 ambient = toGamma(ambientColor * color);
vec3 diffuse = toGamma(lightColor * color);
gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
gl_FragColor.w = u_alpha;
}

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$input v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_color;
SAMPLER2D(u_texColor, 0);
void main()
{
vec4 tcolor = toLinear(texture2D(u_texColor, v_texcoord0));
if (tcolor.x < 0.1) //OK for now.
{
discard;
}
gl_FragColor = toGamma(tcolor + u_color);
}

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$input v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(u_texColor, 0);
void main()
{
gl_FragColor = texture2D(u_texColor, v_texcoord0);
}

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$input v_normal, v_view, v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_params;
uniform vec3 u_ambient;
uniform vec3 u_diffuse;
uniform vec4 u_color;
uniform vec4 u_specular_shininess;
uniform vec4 u_lightPosRadius[5];
uniform vec4 u_lightRgbInnerR[5];
SAMPLER2D(u_texColor, 0);
#define u_ambientPass u_params.x
#define u_lightningPass u_params.y
#define u_alpha u_params.z
#define u_lightCount u_params.w
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m);
return vec4(1.0, diff, spec, 1.0);
}
vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
{
if (float(_idx) >= u_lightCount)
return vec3_splat(0.0);
vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
vec3 toLight = lightPos - _view;
vec3 lightDir = normalize(toLight);
vec2 bln = blinn(lightDir, _normal, _viewDir);
vec4 lc = lit(bln.x, bln.y, u_shininess);
float dist = max(length(toLight), u_lightPosRadius[_idx].w);
float attn = 100.0 * pow(dist, -2.0);
vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
return rgb;
}
void main()
{
vec3 normal = normalize(v_normal);
vec3 viewDir = -normalize(v_view);
vec3 ambientColor = u_ambient * u_ambientPass;
vec3 lightColor = vec3_splat(0.0);
for(int ii = 0; ii < 5; ++ii)
{
lightColor += calcLight(ii, v_view, normal, viewDir);
}
lightColor *= u_lightningPass;
vec3 color = toLinear(texture2D(u_texColor, v_texcoord0)).xyz;
vec3 ambient = toGamma(ambientColor * color);
vec3 diffuse = toGamma(lightColor * color);
gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
gl_FragColor.w = u_alpha;
}

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#
# Copyright 2013 Dario Manesku. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/premake/shader.mk
geometry: ../runtime/meshes/column.bin
../runtime/meshes/column.bin: column.obj
../../tools/bin/geometryc -f column.obj -o ../runtime/meshes/column.bin --packnormal 1
rebuild:
@make -s --no-print-directory TARGET=0 clean all
@make -s --no-print-directory TARGET=1 clean all
@make -s --no-print-directory TARGET=2 clean all
@make -s --no-print-directory TARGET=3 clean all
@make -s --no-print-directory TARGET=4 clean all

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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 v_view : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec2 a_texcoord0 : TEXCOORD0;

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$input a_position
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
}

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$input a_position, a_normal, a_texcoord0
$output v_normal, v_view
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
vec4 normal = a_normal * 2.0f - 1.0f;
v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
}

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$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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$input a_position, a_normal, a_texcoord0
$output v_normal, v_view, v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
vec4 normal = a_normal * 2.0f - 1.0f;
v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
v_texcoord0 = a_texcoord0;
}

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$input v_normal, v_view, v_pos
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_params;
uniform vec4 u_svparams;
uniform vec3 u_ambient;
uniform vec3 u_diffuse;
uniform vec4 u_color;
uniform vec4 u_specular_shininess;
uniform vec4 u_fog;
uniform vec4 u_lightPosRadius;
uniform vec4 u_lightRgbInnerR;
SAMPLER2D(u_texStencil, 7);
#define u_ambientPass u_params.x
#define u_lightningPass u_params.y
#define u_alpha u_params.z
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
#define u_fogColor u_fog.xyz
#define u_fogDensity u_fog.w
#define u_useStencilTex u_svparams.x
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m);
return vec4(1.0, diff, spec, 1.0);
}
vec3 calcLight(vec3 _view, vec3 _normal, vec3 _viewDir)
{
vec3 lightPos = mul(u_view, vec4(u_lightPosRadius.xyz, 1.0)).xyz;
vec3 toLight = lightPos - _view;
vec3 lightDir = normalize(toLight);
vec2 bln = blinn(lightDir, _normal, _viewDir);
vec4 lc = lit(bln.x, bln.y, u_shininess);
float dist = max(length(toLight), u_lightPosRadius.w);
float attn = 50.0 * pow(dist, -2.0);
vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR.rgb * attn;
return rgb;
}
void main()
{
vec3 ambientColor = u_ambient * u_ambientPass;
vec3 normal = normalize(v_normal);
vec3 viewDir = -normalize(v_view);
vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightningPass;
vec2 ndc = ((v_pos.xy / v_pos.w) + 1.0) / 2.0;
vec4 texcolor = texture2D(u_texStencil, ndc);
float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w);
s *= u_useStencilTex;
const float LOG2 = 1.442695;
float z = length(v_view);
float fogFactor = 1.0/exp2(u_fogDensity*u_fogDensity*z*z*LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
vec3 color = u_color.xyz;
vec3 ambient = toGamma(ambientColor * color);
vec3 diffuse = toGamma(lightColor * color);
vec3 final = mix(ambient, ambient + diffuse, float((abs(s) < 0.0001)));
gl_FragColor.xyz = mix(u_fogColor, final, fogFactor);
gl_FragColor.w = u_alpha;
}

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$input v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_color;
SAMPLER2D(u_texColor, 0);
void main()
{
vec4 tcolor = toLinear(texture2D(u_texColor, v_texcoord0));
if (tcolor.x < 0.1) //OK for now.
{
discard;
}
gl_FragColor = toGamma(tcolor + u_color);
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = vec4_splat(1.0);
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_color;
void main()
{
gl_FragColor.xyz = u_color.xyz;
gl_FragColor.w = 0.98;
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
vec4 stencilColor(float _k)
{
return vec4(float(abs(_k - 1.0) < 0.0001)/255.0
, float(abs(_k + 1.0) < 0.0001)/255.0
, float(abs(_k - 2.0) < 0.0001)/255.0
, float(abs(_k + 2.0) < 0.0001)/255.0
);
}
void main()
{
float k = 1.0;
if (!gl_FrontFacing)
k = -k;
gl_FragColor = stencilColor(k);
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
vec4 stencilColor(float _k)
{
return vec4(float(abs(_k - 1.0) < 0.0001)/255.0
, float(abs(_k + 1.0) < 0.0001)/255.0
, float(abs(_k - 2.0) < 0.0001)/255.0
, float(abs(_k + 2.0) < 0.0001)/255.0
);
}
void main()
{
float k = 2.0;
if (!gl_FrontFacing)
k = -k;
gl_FragColor = stencilColor(k);
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor.xyz = vec3_splat(0.0);
gl_FragColor.w = 1.0;
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_color;
void main()
{
gl_FragColor.xyz = u_color.xyz;
gl_FragColor.w = 0.98;
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
vec4 stencilColor(float _k)
{
return vec4(float(abs(_k - 1.0) < 0.0001)/255.0
, float(abs(_k + 1.0) < 0.0001)/255.0
, float(abs(_k - 2.0) < 0.0001)/255.0
, float(abs(_k + 2.0) < 0.0001)/255.0
);
}
void main()
{
float k = -1.0;
if (gl_FrontFacing)
k = -k;
gl_FragColor = stencilColor(k);
}

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/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
vec4 stencilColor(float _k)
{
return vec4(float(abs(_k - 1.0) < 0.0001)/255.0
, float(abs(_k + 1.0) < 0.0001)/255.0
, float(abs(_k - 2.0) < 0.0001)/255.0
, float(abs(_k + 2.0) < 0.0001)/255.0
);
}
void main()
{
float k = -2.0;
if (gl_FrontFacing)
k = -k;
gl_FragColor = stencilColor(k);
}

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$input v_k
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec3 u_color;
void main()
{
float k = v_k;
if (!gl_FrontFacing)
k = -k;
gl_FragColor.xyzw =
vec4( float(abs(k - 1.0) < 0.0001)/255.0
, float(abs(k + 1.0) < 0.0001)/255.0
, float(abs(k - 2.0) < 0.0001)/255.0
, float(abs(k + 2.0) < 0.0001)/255.0
);
}

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$input v_k
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}

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$input v_k
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_color;
void main()
{
gl_FragColor.xyz = u_color.xyz;
gl_FragColor.w = 0.98;
}

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$input v_k
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_svparams;
#define u_dfail u_svparams.y
vec4 stencilColor(float _k)
{
return vec4(float(abs(_k - 1.0) < 0.0001)/255.0
, float(abs(_k + 1.0) < 0.0001)/255.0
, float(abs(_k - 2.0) < 0.0001)/255.0
, float(abs(_k + 2.0) < 0.0001)/255.0
);
}
void main()
{
float k = v_k;
if (!gl_FrontFacing)
k = -k;
if (u_dfail == 0.0)
k = -k;
gl_FragColor = stencilColor(k);
}

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$input v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(u_texColor, 0);
void main()
{
gl_FragColor = texture2D(u_texColor, v_texcoord0);
}

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$input v_normal, v_view, v_texcoord0, v_pos
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_params;
uniform vec4 u_svparams;
uniform vec3 u_ambient;
uniform vec3 u_diffuse;
uniform vec4 u_color;
uniform vec4 u_specular_shininess;
uniform vec4 u_fog;
uniform vec4 u_lightPosRadius;
uniform vec4 u_lightRgbInnerR;
SAMPLER2D(u_texColor, 0);
SAMPLER2D(u_texStencil, 7);
#define u_ambientPass u_params.x
#define u_lightningPass u_params.y
#define u_alpha u_params.z
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
#define u_fogColor u_fog.xyz
#define u_fogDensity u_fog.w
#define u_useStencilTex u_svparams.x
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m);
return vec4(1.0, diff, spec, 1.0);
}
vec3 calcLight(vec3 _view, vec3 _normal, vec3 _viewDir)
{
vec3 lightPos = mul(u_view, vec4(u_lightPosRadius.xyz, 1.0)).xyz;
vec3 toLight = lightPos - _view;
vec3 lightDir = normalize(toLight);
vec2 bln = blinn(lightDir, _normal, _viewDir);
vec4 lc = lit(bln.x, bln.y, u_shininess);
float dist = max(length(toLight), u_lightPosRadius.w);
float attn = 50.0 * pow(dist, -2.0);
vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR.rgb * attn;
return rgb;
}
void main()
{
vec3 ambientColor = u_ambient * u_ambientPass;
vec3 normal = normalize(v_normal);
vec3 viewDir = -normalize(v_view);
vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightningPass;
vec2 ndc = ((v_pos.xy / v_pos.w) + 1.0) / 2.0;
vec4 texcolor = texture2D(u_texStencil, ndc);
float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w);
s *= u_useStencilTex;
const float LOG2 = 1.442695;
float z = length(v_view);
float fogFactor = 1.0/exp2(u_fogDensity*u_fogDensity*z*z*LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
vec3 color = toLinear(texture2D(u_texColor, v_texcoord0)).xyz;
vec3 ambient = toGamma(ambientColor * color);
vec3 diffuse = toGamma(lightColor * color);
vec3 final = mix(ambient, ambient + diffuse, float((abs(s) < 0.0001)));
gl_FragColor.xyz = mix(u_fogColor, final, fogFactor);
gl_FragColor.w = u_alpha;
}

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#
# Copyright 2013 Dario Manesku. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/premake/shader.mk
geometry: ../runtime/meshes/bunny_patched.bin ../runtime/meshes/bunny_decimated.bin
../runtime/meshes/bunny_patched.bin: bunny_patched.obj
../../tools/bin/geometryc -f bunny_patched.obj -o ../runtime/meshes/bunny_patched.bin --packnormal 1
../runtime/meshes/bunny_decimated.bin: bunny_decimated.obj
../../tools/bin/geometryc -f bunny_decimated.obj -o ../runtime/meshes/bunny_decimated.bin --packnormal 1
rebuild:
@make -s --no-print-directory TARGET=0 clean all
@make -s --no-print-directory TARGET=1 clean all
@make -s --no-print-directory TARGET=2 clean all
@make -s --no-print-directory TARGET=3 clean all
@make -s --no-print-directory TARGET=4 clean all

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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec4 v_pos : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 1.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 v_view : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
float v_k : FOG = 1.0;
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;
vec4 i_data0 : TEXCOORD3;
vec4 i_data1 : TEXCOORD4;
vec4 i_data2 : TEXCOORD5;
vec4 i_data3 : TEXCOORD6;
vec4 i_data4 : TEXCOORD7;

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$input a_position, a_color0, a_normal, a_texcoord0
$output v_normal, v_view, v_pos
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform float u_flipV;
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
vec4 normal = a_normal * 2.0f - 1.0f;
v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
v_pos = gl_Position;
v_pos.y *= -u_flipV;
}

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$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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$input a_position
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_virtualLightPos_extrusionDist;
#define u_virtualLightPos u_virtualLightPos_extrusionDist.xyz
#define u_extrusionDistance u_virtualLightPos_extrusionDist.w
void main()
{
vec3 pos = a_position;
vec3 toLight = pos - u_virtualLightPos;
pos += normalize(toLight) * u_extrusionDistance;
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
}

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$input a_position
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0));
}

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$input a_position, a_texcoord0
$output v_k
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_virtualLightPos_extrusionDist;
#define u_virtualLightPos u_virtualLightPos_extrusionDist.xyz
#define u_extrusionDistance u_virtualLightPos_extrusionDist.w
void main()
{
vec3 pos = a_position;
if (a_texcoord0.x == 1.0)
{
vec3 toLight = pos - u_virtualLightPos;
pos += normalize(toLight) * u_extrusionDistance;
}
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
v_k = a_texcoord0.y;
}

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$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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$input a_position, a_normal, a_texcoord0
$output v_normal, v_view, v_texcoord0, v_pos
/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform float u_flipV;
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
vec4 normal = a_normal * 2.0f - 1.0f;
v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
v_texcoord0 = a_texcoord0;
v_pos = gl_Position;
v_pos.y *= -u_flipV;
}