Review shader and add comments

This commit is contained in:
raysan5 2016-04-07 12:43:45 +02:00
parent 1d545449bb
commit 4b51248372
2 changed files with 56 additions and 50 deletions

View File

@ -4,73 +4,79 @@
in vec2 fragTexCoord; in vec2 fragTexCoord;
in vec3 fragNormal; in vec3 fragNormal;
// Diffuse data // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 fragTintColor;
// Light attributes // Output fragment color
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0); out vec4 finalColor;
uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
uniform float light_intensity = 1.0;
uniform float light_specIntensity = 1.0;
// Material attributes // NOTE: Add here your custom variables
uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
uniform float mat_glossiness = 50.0;
// World attributes // Light uniform values
uniform vec3 lightPos; uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
uniform vec3 cameraPos; uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
uniform float lightIntensity = 1.0;
uniform float lightSpecIntensity = 1.0;
// Fragment shader output data // Material uniform values
out vec4 fragColor; uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
uniform float matGlossiness = 50.0;
// World uniform values
uniform vec3 lightPosition;
uniform vec3 cameraPosition;
// Calculate ambient lighting component
vec3 AmbientLighting() vec3 AmbientLighting()
{ {
return (mat_ambientColor*light_ambientColor); return (matAmbientColor*lightAmbientColor);
} }
// Calculate diffuse lighting component
vec3 DiffuseLighting(in vec3 N, in vec3 L) vec3 DiffuseLighting(in vec3 N, in vec3 L)
{ {
// Lambertian reflection calculation // Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1); float diffuse = clamp(dot(N, L), 0, 1);
return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse); return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
} }
// Calculate specular lighting component
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{ {
float specular = 0.0; float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source // Calculate specular reflection only if the surface is oriented to the light source
if (dot(N, L) > 0) if (dot(N, L) > 0)
{ {
// Calculate half vector // Calculate half vector
vec3 H = normalize(L + V); vec3 H = normalize(L + V);
// Calculate specular intensity // Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness); specular = pow(dot(N, H), 3 + matGlossiness);
} }
return (mat_specularColor*light_specularColor*light_specIntensity*specular); return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
} }
void main() void main()
{ {
// Normalize input vectors // Normalize input vectors
vec3 L = normalize(lightPos); vec3 L = normalize(lightPosition);
vec3 V = normalize(cameraPos); vec3 V = normalize(cameraPosition);
vec3 N = normalize(fragNormal); vec3 N = normalize(fragNormal);
// Calculate lighting components
vec3 ambient = AmbientLighting(); vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L); vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V); vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture // Texel color fetching from texture sampler
vec4 textureColor = texture(texture0, fragTexCoord); vec4 texelColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
// Calculate final fragment color
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a); finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
} }

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@ -41,23 +41,23 @@ int main()
// Model initialization // Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f }; Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj"); Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs"); Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
SetModelShader(&model, shader); SetModelShader(&model, shader);
// Shader locations initialization // Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "light_intensity"); int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor"); int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor"); int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor"); int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity"); int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor"); int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor"); int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness"); int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
// Camera and light vectors shader locations // Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPos"); int cameraLoc = GetShaderLocation(shader, "cameraPosition");
int lightLoc = GetShaderLocation(shader, "lightPos"); int lightLoc = GetShaderLocation(shader, "lightPosition");
// Model and View matrix locations (required for lighting) // Model and View matrix locations (required for lighting)
int modelLoc = GetShaderLocation(shader, "modelMatrix"); int modelLoc = GetShaderLocation(shader, "modelMatrix");