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// Vertex shader definition to embed, no external file required |
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const static unsigned char vStandardShaderStr[] = |
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#if defined(GRAPHICS_API_OPENGL_21) |
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"#version 120 \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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"#version 100 \n" |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
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"attribute vec3 vertexPosition; \n" |
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"attribute vec3 vertexNormal; \n" |
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"attribute vec2 vertexTexCoord; \n" |
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"attribute vec4 vertexColor; \n" |
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"varying vec3 fragPosition; \n" |
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"varying vec3 fragNormal; \n" |
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"varying vec2 fragTexCoord; \n" |
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"varying vec4 fragColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_33) |
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"#version 330 \n" |
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"in vec3 vertexPosition; \n" |
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"in vec3 vertexNormal; \n" |
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"in vec2 vertexTexCoord; \n" |
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"in vec4 vertexColor; \n" |
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"out vec3 fragPosition; \n" |
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"out vec3 fragNormal; \n" |
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"out vec2 fragTexCoord; \n" |
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"out vec4 fragColor; \n" |
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#endif |
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"uniform mat4 mvpMatrix; \n" |
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"void main() \n" |
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"{ \n" |
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" fragPosition = vertexPosition; \n" |
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" fragNormal = vertexNormal; \n" |
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" fragTexCoord = vertexTexCoord; \n" |
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" fragColor = vertexColor; \n" |
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" |
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"} \n"; |
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// Fragment shader definition to embed, no external file required |
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const static unsigned char fStandardShaderStr[] = |
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#if defined(GRAPHICS_API_OPENGL_21) |
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"#version 120 \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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"#version 100 \n" |
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
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"varying vec3 fragPosition; \n" |
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"varying vec3 fragNormal; \n" |
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"varying vec2 fragTexCoord; \n" |
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"varying vec4 fragColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_33) |
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"#version 330 \n" |
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"in vec3 fragPosition; \n" |
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"in vec3 fragNormal; \n" |
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"in vec2 fragTexCoord; \n" |
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"in vec4 fragColor; \n" |
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"out vec4 finalColor; \n" |
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#endif |
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"uniform sampler2D texture0; \n" |
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"uniform sampler2D texture1; \n" |
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"uniform sampler2D texture2; \n" |
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"uniform vec4 colAmbient; \n" |
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"uniform vec4 colDiffuse; \n" |
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"uniform vec4 colSpecular; \n" |
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"uniform float glossiness; \n" |
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"uniform int useNormal; \n" |
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"uniform int useSpecular; \n" |
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"uniform mat4 modelMatrix; \n" |
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"uniform vec3 viewDir; \n" |
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"struct Light { \n" |
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" int enabled; \n" |
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" int type; \n" |
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" vec3 position; \n" |
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" vec3 direction; \n" |
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" vec4 diffuse; \n" |
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" float intensity; \n" |
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" float radius; \n" |
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" float coneAngle; }; \n" |
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"const int maxLights = 8; \n" |
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"uniform int lightsCount; \n" |
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"uniform Light lights[maxLights]; \n" |
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"\n" |
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"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n" |
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"{\n" |
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" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" |
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" vec3 surfaceToLight = l.position - surfacePos;\n" |
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" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n" |
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" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n" |
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" float spec = 0.0;\n" |
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" if (diff > 0.0)\n" |
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" {\n" |
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" vec3 h = normalize(-l.direction + v);\n" |
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" spec = pow(dot(n, h), 3 + glossiness)*s;\n" |
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" }\n" |
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" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n" |
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"}\n" |
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"\n" |
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"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n" |
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"{\n" |
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" vec3 lightDir = normalize(-l.direction);\n" |
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" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n" |
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" float spec = 0.0;\n" |
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" if (diff > 0.0)\n" |
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" {\n" |
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" vec3 h = normalize(lightDir + v);\n" |
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" spec = pow(dot(n, h), 3 + glossiness)*s;\n" |
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" }\n" |
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" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n" |
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"}\n" |
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"\n" |
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"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n" |
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"{\n" |
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" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" |
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" vec3 lightToSurface = normalize(surfacePos - l.position);\n" |
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" vec3 lightDir = normalize(-l.direction);\n" |
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" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n" |
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" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n" |
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" attenuation = dot(lightToSurface, -lightDir);\n" |
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" float lightToSurfaceAngle = degrees(acos(attenuation));\n" |
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" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n" |
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" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n" |
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" float diffAttenuation = diff*attenuation;\n" |
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" float spec = 0.0;\n" |
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" if (diffAttenuation > 0.0)\n" |
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" {\n" |
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" vec3 h = normalize(lightDir + v);\n" |
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" spec = pow(dot(n, h), 3 + glossiness)*s;\n" |
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" }\n" |
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" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n" |
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"}\n" |
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"\n" |
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"void main()\n" |
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"{\n" |
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" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n" |
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" vec3 normal = normalize(normalMatrix*fragNormal);\n" |
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" vec3 n = normalize(normal);\n" |
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" vec3 v = normalize(viewDir);\n" |
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" vec4 texelColor = texture(texture0, fragTexCoord);\n" |
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" vec3 lighting = colAmbient.rgb;\n" |
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" if (useNormal == 1)\n" |
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" {\n" |
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" n *= texture(texture1, fragTexCoord).rgb;\n" |
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" n = normalize(n);\n" |
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" }\n" |
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" float spec = 1.0;\n" |
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" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" |
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" for (int i = 0; i < lightsCount; i++)\n" |
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" {\n" |
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" if (lights[i].enabled == 1)\n" |
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" {\n" |
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" switch (lights[i].type)\n" |
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" {\n" |
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" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n" |
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" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n" |
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" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n" |
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" default: break;\n" |
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" }\n" |
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" }\n" |
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" }\n" |
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#if defined(GRAPHICS_API_OPENGL_33) |
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" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
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" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" |
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#endif |
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"} \n"; |