| @ -0,0 +1,59 @@ | |||
| #version 100 | |||
| // Input vertex attributes | |||
| attribute vec3 vertexPosition; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec3 vertexNormal; | |||
| attribute vec4 vertexColor; | |||
| // Input uniform values | |||
| uniform mat4 mvp; | |||
| uniform mat4 matModel; | |||
| // Output vertex attributes (to fragment shader) | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| // NOTE: Add here your custom variables | |||
| // https://github.com/glslify/glsl-inverse | |||
| mat3 inverse(mat3 m) | |||
| { | |||
| float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; | |||
| float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; | |||
| float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; | |||
| float b01 = a22*a11 - a12*a21; | |||
| float b11 = -a22*a10 + a12*a20; | |||
| float b21 = a21*a10 - a11*a20; | |||
| float det = a00*b01 + a01*b11 + a02*b21; | |||
| return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), | |||
| b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), | |||
| b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; | |||
| } | |||
| // https://github.com/glslify/glsl-transpose | |||
| mat3 transpose(mat3 m) | |||
| { | |||
| return mat3(m[0][0], m[1][0], m[2][0], | |||
| m[0][1], m[1][1], m[2][1], | |||
| m[0][2], m[1][2], m[2][2]); | |||
| } | |||
| void main() | |||
| { | |||
| // Send vertex attributes to fragment shader | |||
| fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); | |||
| fragTexCoord = vertexTexCoord; | |||
| fragColor = vertexColor; | |||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | |||
| fragNormal = normalize(normalMatrix*vertexNormal); | |||
| // Calculate final vertex position | |||
| gl_Position = mvp*vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -0,0 +1,94 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| // Input vertex attributes (from vertex shader) | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| // NOTE: Add here your custom variables | |||
| #define MAX_LIGHTS 4 | |||
| #define LIGHT_DIRECTIONAL 0 | |||
| #define LIGHT_POINT 1 | |||
| struct MaterialProperty { | |||
| vec3 color; | |||
| int useSampler; | |||
| sampler2D sampler; | |||
| }; | |||
| struct Light { | |||
| int enabled; | |||
| int type; | |||
| vec3 position; | |||
| vec3 target; | |||
| vec4 color; | |||
| }; | |||
| // Input lighting values | |||
| uniform Light lights[MAX_LIGHTS]; | |||
| uniform vec4 ambient; | |||
| uniform vec3 viewPos; | |||
| uniform float fogDensity; | |||
| void main() | |||
| { | |||
| // Texel color fetching from texture sampler | |||
| vec4 texelColor = texture2D(texture0, fragTexCoord); | |||
| vec3 lightDot = vec3(0.0); | |||
| vec3 normal = normalize(fragNormal); | |||
| vec3 viewD = normalize(viewPos - fragPosition); | |||
| vec3 specular = vec3(0.0); | |||
| // NOTE: Implement here your fragment shader code | |||
| for (int i = 0; i < MAX_LIGHTS; i++) | |||
| { | |||
| if (lights[i].enabled == 1) | |||
| { | |||
| vec3 light = vec3(0.0); | |||
| if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position); | |||
| if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition); | |||
| float NdotL = max(dot(normal, light), 0.0); | |||
| lightDot += lights[i].color.rgb*NdotL; | |||
| float specCo = 0.0; | |||
| if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0 | |||
| specular += specCo; | |||
| } | |||
| } | |||
| vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0))); | |||
| finalColor += texelColor*(ambient/10.0); | |||
| // Gamma correction | |||
| finalColor = pow(finalColor, vec4(1.0/2.2)); | |||
| // Fog calculation | |||
| float dist = length(viewPos - fragPosition); | |||
| // these could be parameters... | |||
| const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0); | |||
| //const float fogDensity = 0.16; | |||
| // Exponential fog | |||
| float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity)); | |||
| // Linear fog (less nice) | |||
| //const float fogStart = 2.0; | |||
| //const float fogEnd = 10.0; | |||
| //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart); | |||
| fogFactor = clamp(fogFactor, 0.0, 1.0); | |||
| gl_FragColor = mix(fogColor, finalColor, fogFactor); | |||
| } | |||
| @ -0,0 +1,81 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| // Input vertex attributes (from vertex shader) | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| // NOTE: Add here your custom variables | |||
| #define MAX_LIGHTS 4 | |||
| #define LIGHT_DIRECTIONAL 0 | |||
| #define LIGHT_POINT 1 | |||
| struct MaterialProperty { | |||
| vec3 color; | |||
| int useSampler; | |||
| sampler2D sampler; | |||
| }; | |||
| struct Light { | |||
| int enabled; | |||
| int type; | |||
| vec3 position; | |||
| vec3 target; | |||
| vec4 color; | |||
| }; | |||
| // Input lighting values | |||
| uniform Light lights[MAX_LIGHTS]; | |||
| uniform vec4 ambient; | |||
| uniform vec3 viewPos; | |||
| void main() | |||
| { | |||
| // Texel color fetching from texture sampler | |||
| vec4 texelColor = texture2D(texture0, fragTexCoord); | |||
| vec3 lightDot = vec3(0.0); | |||
| vec3 normal = normalize(fragNormal); | |||
| vec3 viewD = normalize(viewPos - fragPosition); | |||
| vec3 specular = vec3(0.0); | |||
| // NOTE: Implement here your fragment shader code | |||
| for (int i = 0; i < MAX_LIGHTS; i++) | |||
| { | |||
| if (lights[i].enabled == 1) | |||
| { | |||
| vec3 light = vec3(0.0); | |||
| if (lights[i].type == LIGHT_DIRECTIONAL) | |||
| { | |||
| light = -normalize(lights[i].target - lights[i].position); | |||
| } | |||
| if (lights[i].type == LIGHT_POINT) | |||
| { | |||
| light = normalize(lights[i].position - fragPosition); | |||
| } | |||
| float NdotL = max(dot(normal, light), 0.0); | |||
| lightDot += lights[i].color.rgb*NdotL; | |||
| float specCo = 0.0; | |||
| if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine | |||
| specular += specCo; | |||
| } | |||
| } | |||
| vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | |||
| finalColor += texelColor*(ambient/10.0); | |||
| // Gamma correction | |||
| gl_FragColor = pow(finalColor, vec4(1.0/2.2)); | |||
| } | |||
| @ -0,0 +1,24 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| // Input vertex attributes (from vertex shader) | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; | |||
| uniform sampler2D mask; | |||
| uniform vec4 colDiffuse; | |||
| uniform int frame; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0)); | |||
| if (maskColour.r < 0.25) discard; | |||
| vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0)); | |||
| gl_FragColor = texelColor*maskColour; | |||
| } | |||
| @ -1,32 +0,0 @@ | |||
| #version 330 | |||
| // Input vertex attributes | |||
| in vec3 vertexPosition; | |||
| in vec2 vertexTexCoord; | |||
| in vec3 vertexNormal; | |||
| in vec4 vertexColor; | |||
| // Input uniform values | |||
| uniform mat4 mvp; | |||
| uniform mat4 matModel; | |||
| // Output vertex attributes (to fragment shader) | |||
| out vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| out vec3 fragPosition; | |||
| out vec3 fragNormal; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| // Send vertex attributes to fragment shader | |||
| fragTexCoord = vertexTexCoord; | |||
| fragColor = vertexColor; | |||
| fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); | |||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | |||
| fragNormal = normalize(normalMatrix*vertexNormal); | |||
| // Calculate final vertex position | |||
| gl_Position = mvp*vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -1,21 +0,0 @@ | |||
| #version 330 | |||
| // Input vertex attributes | |||
| in vec3 vertexPosition; | |||
| in vec2 vertexTexCoord; | |||
| // Input uniform values | |||
| uniform mat4 mvp; | |||
| uniform mat4 matModel; | |||
| // Output vertex attributes (to fragment shader) | |||
| out vec2 fragTexCoord; | |||
| void main() | |||
| { | |||
| // Send vertex attributes to fragment shader | |||
| fragTexCoord = vertexTexCoord; | |||
| // Calculate final vertex position | |||
| gl_Position = mvp*vec4(vertexPosition, 1.0); | |||
| } | |||