Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.pull/4554/merge
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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; | |||||
} |
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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 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; | |||||
} |