diff --git a/examples/Makefile.Web b/examples/Makefile.Web index 3757e4a3..c9becc29 100644 --- a/examples/Makefile.Web +++ b/examples/Makefile.Web @@ -1042,10 +1042,10 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c shaders/shaders_deferred_render: shaders/shaders_deferred_render.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ - --preload-file shaders/resources/shaders/glsl330/gbuffer.vs@resources/shaders/glsl330/gbuffer.vs \ - --preload-file shaders/resources/shaders/glsl330/gbuffer.fs@resources/shaders/glsl330/gbuffer.fs \ - --preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs \ - --preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs + --preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \ + --preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \ + --preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \ + --preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ diff --git a/examples/shaders/resources/shaders/glsl100/deferred_shading.fs b/examples/shaders/resources/shaders/glsl100/deferred_shading.fs new file mode 100644 index 00000000..d782792b --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/deferred_shading.fs @@ -0,0 +1,59 @@ +#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); +} + diff --git a/examples/shaders/resources/shaders/glsl100/deferred_shading.vs b/examples/shaders/resources/shaders/glsl100/deferred_shading.vs new file mode 100644 index 00000000..bb108ce0 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/deferred_shading.vs @@ -0,0 +1,16 @@ +#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); +} diff --git a/examples/shaders/resources/shaders/glsl100/gbuffer.fs b/examples/shaders/resources/shaders/glsl100/gbuffer.fs new file mode 100644 index 00000000..2945c5dd --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/gbuffer.fs @@ -0,0 +1,36 @@ +#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; +} diff --git a/examples/shaders/resources/shaders/glsl100/gbuffer.vs b/examples/shaders/resources/shaders/glsl100/gbuffer.vs new file mode 100644 index 00000000..2791ce5e --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/gbuffer.vs @@ -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; +} diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c index e03ad600..f246f6a5 100644 --- a/examples/shaders/shaders_deferred_render.c +++ b/examples/shaders/shaders_deferred_render.c @@ -76,11 +76,11 @@ int main(void) Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f)); // Load geometry buffer (G-buffer) shader and deferred shader - Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs", - "resources/shaders/glsl330/gbuffer.fs"); + Shader gbufferShader = LoadShader(TextFormat("resources/shaders/glsl%i/gbuffer.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/gbuffer.fs", GLSL_VERSION)); - Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs", - "resources/shaders/glsl330/deferred_shading.fs"); + Shader deferredShader = LoadShader(TextFormat("resources/shaders/glsl%i/deferred_shading.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/deferred_shading.fs", GLSL_VERSION)); deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition"); // Initialize the G-buffer @@ -130,7 +130,6 @@ int main(void) if (!rlFramebufferComplete(gBuffer.framebuffer)) { TraceLog(LOG_WARNING, "Framebuffer is not complete"); - exit(1); } // Now we initialize the sampler2D uniform's in the deferred shader.