Merge pull request #128 from victorfisac/develop

Adapted shaders for OpenGL ES 2.0
This commit is contained in:
Ray 2016-06-10 08:58:37 +02:00 committed by GitHub
commit 2963782992
6 changed files with 34 additions and 21 deletions

View File

@ -26,7 +26,7 @@ void main()
}
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;

View File

@ -15,7 +15,7 @@ uniform vec4 fragTintColor;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));

View File

@ -26,7 +26,7 @@ void main()
}
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;

View File

@ -15,7 +15,7 @@ uniform vec4 colDiffuse;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));

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@ -1795,8 +1795,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
if (material.shader.id == standardShader.id)
{
// Transpose and inverse model transformations matrix for fragment normal calculations
Matrix transInvTransform = transform;
MatrixTranspose(&transInvTransform);
MatrixInvert(&transInvTransform);
// Send model transformations matrix to shader
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);

View File

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