// Vertex shader definition to embed, no external file required const static unsigned char vStandardShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" #endif #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) "attribute vec3 vertexPosition; \n" "attribute vec3 vertexNormal; \n" "attribute vec2 vertexTexCoord; \n" "attribute vec4 vertexColor; \n" "varying vec3 fragPosition; \n" "varying vec3 fragNormal; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_33) "#version 330 \n" "in vec3 vertexPosition; \n" "in vec3 vertexNormal; \n" "in vec2 vertexTexCoord; \n" "in vec4 vertexColor; \n" "out vec3 fragPosition; \n" "out vec3 fragNormal; \n" "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #endif "uniform mat4 mvpMatrix; \n" "void main() \n" "{ \n" " fragPosition = vertexPosition; \n" " fragNormal = vertexNormal; \n" " fragTexCoord = vertexTexCoord; \n" " fragColor = vertexColor; \n" " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" "} \n"; // Fragment shader definition to embed, no external file required const static unsigned char fStandardShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) #endif #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) "varying vec3 fragPosition; \n" "varying vec3 fragNormal; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_33) "#version 330 \n" "in vec3 fragPosition; \n" "in vec3 fragNormal; \n" "in vec2 fragTexCoord; \n" "in vec4 fragColor; \n" "out vec4 finalColor; \n" #endif "uniform sampler2D texture0; \n" "uniform sampler2D texture1; \n" "uniform sampler2D texture2; \n" "uniform vec4 colAmbient; \n" "uniform vec4 colDiffuse; \n" "uniform vec4 colSpecular; \n" "uniform float glossiness; \n" "uniform int useNormal; \n" "uniform int useSpecular; \n" "uniform mat4 modelMatrix; \n" "uniform vec3 viewDir; \n" "struct Light { \n" " int enabled; \n" " int type; \n" " vec3 position; \n" " vec3 direction; \n" " vec4 diffuse; \n" " float intensity; \n" " float radius; \n" " float coneAngle; }; \n" "const int maxLights = 8; \n" "uniform int lightsCount; \n" "uniform Light lights[maxLights]; \n" "\n" "vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n" "{\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 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" " }\n" " return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n" "}\n" "\n" "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 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" " }\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 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" " attenuation = dot(lightToSurface, -lightDir);\n" " float lightToSurfaceAngle = degrees(acos(attenuation));\n" " if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n" " float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n" " float diffAttenuation = diff*attenuation;\n" " float spec = 0.0;\n" " if (diffAttenuation > 0.0)\n" " {\n" " vec3 h = normalize(lightDir + v);\n" " spec = pow(dot(n, h), 3 + 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" " vec3 normal = normalize(normalMatrix*fragNormal);\n" " vec3 n = normalize(normal);\n" " vec3 v = normalize(viewDir);\n" " vec4 texelColor = texture(texture0, fragTexCoord);\n" " vec3 lighting = colAmbient.rgb;\n" " if (useNormal == 1)\n" " {\n" " n *= texture(texture1, fragTexCoord).rgb;\n" " n = normalize(n);\n" " }\n" " float spec = 1.0;\n" " if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" " 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" " }\n" " }\n" #if defined(GRAPHICS_API_OPENGL_33) " finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" #elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) " gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" #endif "} \n";