Review shader and add comments
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@ -4,73 +4,79 @@
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Diffuse data
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Light attributes
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
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uniform float light_intensity = 1.0;
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uniform float light_specIntensity = 1.0;
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// Output fragment color
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out vec4 finalColor;
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// Material attributes
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uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
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uniform float mat_glossiness = 50.0;
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// NOTE: Add here your custom variables
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// World attributes
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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// Light uniform values
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uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
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uniform float lightIntensity = 1.0;
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uniform float lightSpecIntensity = 1.0;
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// Fragment shader output data
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out vec4 fragColor;
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// Material uniform values
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uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
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uniform float matGlossiness = 50.0;
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// World uniform values
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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return (mat_ambientColor*light_ambientColor);
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return (matAmbientColor*lightAmbientColor);
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}
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// Calculate diffuse lighting component
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
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}
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// Calculate specular lighting component
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0.0;
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float specular = 0.0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + mat_glossiness);
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}
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// Calculate specular reflection only if the surface is oriented to the light source
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + matGlossiness);
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}
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return (mat_specularColor*light_specularColor*light_specIntensity*specular);
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return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPos);
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vec3 V = normalize(cameraPos);
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vec3 L = normalize(lightPosition);
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vec3 V = normalize(cameraPosition);
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vec3 N = normalize(fragNormal);
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// Calculate lighting components
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Get base color from texture
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vec4 textureColor = texture(texture0, fragTexCoord);
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vec3 finalColor = textureColor.rgb;
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fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
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}
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@ -41,23 +41,23 @@ int main()
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// Model initialization
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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Model model = LoadModel("resources/model/dwarf.obj");
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Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
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int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
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int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
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int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPos");
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int lightLoc = GetShaderLocation(shader, "lightPos");
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int cameraLoc = GetShaderLocation(shader, "cameraPosition");
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int lightLoc = GetShaderLocation(shader, "lightPosition");
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// Model and View matrix locations (required for lighting)
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int modelLoc = GetShaderLocation(shader, "modelMatrix");
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