Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.pull/4694/head
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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 gPosition; | |||
| uniform sampler2D gNormal; | |||
| uniform sampler2D gAlbedoSpec; | |||
| struct Light { | |||
| int enabled; | |||
| int type; // Unused in this demo. | |||
| vec3 position; | |||
| vec3 target; // Unused in this demo. | |||
| vec4 color; | |||
| }; | |||
| const int NR_LIGHTS = 4; | |||
| uniform Light lights[NR_LIGHTS]; | |||
| uniform vec3 viewPosition; | |||
| const float QUADRATIC = 0.032; | |||
| const float LINEAR = 0.09; | |||
| void main() | |||
| { | |||
| vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb; | |||
| vec3 normal = texture2D(gNormal, fragTexCoord).rgb; | |||
| vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb; | |||
| float specular = texture2D(gAlbedoSpec, fragTexCoord).a; | |||
| vec3 ambient = albedo*vec3(0.1); | |||
| vec3 viewDirection = normalize(viewPosition - fragPosition); | |||
| for (int i = 0; i < NR_LIGHTS; ++i) | |||
| { | |||
| if(lights[i].enabled == 0) continue; | |||
| vec3 lightDirection = lights[i].position - fragPosition; | |||
| vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz; | |||
| vec3 halfwayDirection = normalize(lightDirection + viewDirection); | |||
| float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); | |||
| vec3 specular = specular*spec*lights[i].color.xyz; | |||
| // Attenuation | |||
| float distance = length(lights[i].position - fragPosition); | |||
| float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance); | |||
| diffuse *= attenuation; | |||
| specular *= attenuation; | |||
| ambient += diffuse + specular; | |||
| } | |||
| gl_FragColor = vec4(ambient, 1.0); | |||
| } | |||
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| #version 100 | |||
| // Input vertex attributes | |||
| attribute vec3 vertexPosition; | |||
| attribute vec2 vertexTexCoord; | |||
| // Output vertex attributes (to fragment shader) | |||
| varying vec2 fragTexCoord; | |||
| void main() | |||
| { | |||
| fragTexCoord = vertexTexCoord; | |||
| // Calculate final vertex position | |||
| gl_Position = 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 vec3 fragNormal; | |||
| varying vec4 fragColor; | |||
| // TODO: Is there some alternative for GLSL100 | |||
| //layout (location = 0) out vec3 gPosition; | |||
| //layout (location = 1) out vec3 gNormal; | |||
| //layout (location = 2) out vec4 gAlbedoSpec; | |||
| //uniform vec3 gPosition; | |||
| //uniform vec3 gNormal; | |||
| //uniform vec4 gAlbedoSpec; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; // Diffuse texture | |||
| uniform sampler2D specularTexture; | |||
| void main() | |||
| { | |||
| // Store the fragment position vector in the first gbuffer texture | |||
| //gPosition = fragPosition; | |||
| // Store the per-fragment normals into the gbuffer | |||
| //gNormal = normalize(fragNormal); | |||
| // Store the diffuse per-fragment color | |||
| gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb; | |||
| // Store specular intensity in gAlbedoSpec's alpha component | |||
| gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r; | |||
| } | |||
| @ -0,0 +1,60 @@ | |||
| #version 100 | |||
| // Input vertex attributes | |||
| attribute vec3 vertexPosition; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec3 vertexNormal; | |||
| attribute vec4 vertexColor; | |||
| // Input uniform values | |||
| uniform mat4 matModel; | |||
| uniform mat4 matView; | |||
| uniform mat4 matProjection; | |||
| // Output vertex attributes (to fragment shader) | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec3 fragNormal; | |||
| varying vec4 fragColor; | |||
| // 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() | |||
| { | |||
| // Calculate vertex attributes for fragment shader | |||
| vec4 worldPos = matModel*vec4(vertexPosition, 1.0); | |||
| fragPosition = worldPos.xyz; | |||
| fragTexCoord = vertexTexCoord; | |||
| fragColor = vertexColor; | |||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | |||
| fragNormal = normalMatrix*vertexNormal; | |||
| // Calculate final vertex position | |||
| gl_Position = matProjection*matView*worldPos; | |||
| } | |||