166 lines
6.6 KiB
C
166 lines
6.6 KiB
C
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// Vertex shader definition to embed, no external file required
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const static unsigned char vStandardShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"attribute vec3 vertexPosition; \n"
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"attribute vec3 vertexNormal; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec3 fragPosition; \n"
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"varying vec3 fragNormal; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec3 vertexNormal; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec3 fragPosition; \n"
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"out vec3 fragNormal; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragPosition = vertexPosition; \n"
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" fragNormal = vertexNormal; \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader definition to embed, no external file required
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const static unsigned char fStandardShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"varying vec3 fragPosition; \n"
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"varying vec3 fragNormal; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 fragPosition; \n"
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"in vec3 fragNormal; \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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#endif
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"uniform sampler2D texture0; \n"
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"uniform sampler2D texture1; \n"
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"uniform sampler2D texture2; \n"
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"uniform vec4 colAmbient; \n"
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"uniform vec4 colDiffuse; \n"
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"uniform vec4 colSpecular; \n"
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"uniform float glossiness; \n"
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"uniform int useNormal; \n"
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"uniform int useSpecular; \n"
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"uniform mat4 modelMatrix; \n"
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"uniform vec3 viewDir; \n"
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"struct Light { \n"
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" int enabled; \n"
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" int type; \n"
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" vec3 position; \n"
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" vec3 direction; \n"
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" vec4 diffuse; \n"
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" float intensity; \n"
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" float radius; \n"
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" float coneAngle; }; \n"
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"const int maxLights = 8; \n"
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"uniform int lightsCount; \n"
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"uniform Light lights[maxLights]; \n"
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"\n"
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"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
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"{\n"
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" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
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" vec3 surfaceToLight = l.position - surfacePos;\n"
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" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n"
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" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
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" float spec = 0.0;\n"
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" if (diff > 0.0)\n"
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" {\n"
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" vec3 h = normalize(-l.direction + v);\n"
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" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
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" }\n"
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" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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"}\n"
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"\n"
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"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
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"{\n"
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" vec3 lightDir = normalize(-l.direction);\n"
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" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
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" float spec = 0.0;\n"
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" if (diff > 0.0)\n"
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" {\n"
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" vec3 h = normalize(lightDir + v);\n"
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" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
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" }\n"
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" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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"}\n"
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"\n"
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"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
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"{\n"
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" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
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" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
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" vec3 lightDir = normalize(-l.direction);\n"
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" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
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" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n"
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" attenuation = dot(lightToSurface, -lightDir);\n"
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" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
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" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
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" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n"
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" float diffAttenuation = diff*attenuation;\n"
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" float spec = 0.0;\n"
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" if (diffAttenuation > 0.0)\n"
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" {\n"
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" vec3 h = normalize(lightDir + v);\n"
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" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
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" }\n"
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" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n"
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" vec3 normal = normalize(normalMatrix*fragNormal);\n"
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" vec3 n = normalize(normal);\n"
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" vec3 v = normalize(viewDir);\n"
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" vec4 texelColor = texture(texture0, fragTexCoord);\n"
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" vec3 lighting = colAmbient.rgb;\n"
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" if (useNormal == 1)\n"
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" {\n"
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" n *= texture(texture1, fragTexCoord).rgb;\n"
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" n = normalize(n);\n"
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" }\n"
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" float spec = 1.0;\n"
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" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
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" for (int i = 0; i < lightsCount; i++)\n"
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" {\n"
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" if (lights[i].enabled == 1)\n"
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" {\n"
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" switch (lights[i].type)\n"
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" {\n"
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" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n"
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" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n"
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" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n"
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" default: break;\n"
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" }\n"
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" }\n"
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" }\n"
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#if defined(GRAPHICS_API_OPENGL_33)
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" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
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#endif
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"} \n"; |