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@ -85,13 +85,13 @@ static const char fStandardShaderStr[] = |
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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 brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\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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" spec = pow(dot(n, h), 3.0 + 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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@ -99,23 +99,23 @@ static const char fStandardShaderStr[] = |
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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 diff = clamp(float(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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" spec = pow(dot(n, h), 3.0 + 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 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\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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" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n" |
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" float attenuation = clamp(float(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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@ -125,37 +125,45 @@ static const char fStandardShaderStr[] = |
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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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" spec = pow(dot(n, h), 3.0 + 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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" mat3 normalMatrix = 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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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
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" vec4 texelColor = texture2D(texture0, fragTexCoord);\n" |
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#elif defined(GRAPHICS_API_OPENGL_33) |
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" vec4 texelColor = texture(texture0, fragTexCoord);\n" |
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#endif |
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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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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
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" n *= texture2D(texture1, fragTexCoord).rgb;\n" |
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#elif defined(GRAPHICS_API_OPENGL_33) |
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" n *= texture(texture1, fragTexCoord).rgb;\n" |
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#endif |
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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 defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
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" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n" |
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#elif defined(GRAPHICS_API_OPENGL_33) |
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" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" |
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#endif |
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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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" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n" |
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" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n" |
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" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\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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