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#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); | |||||
} |
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#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); | |||||
} |
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#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)); | |||||
} |
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#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); | |||||
} |