@ -0,0 +1,41 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
uniform vec2 resolution = vec2(800, 450); | |||||
void main() | |||||
{ | |||||
float x = 1.0/resolution.x; | |||||
float y = 1.0/resolution.y; | |||||
vec4 horizEdge = vec4(0.0); | |||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; | |||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; | |||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; | |||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; | |||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; | |||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; | |||||
vec4 vertEdge = vec4(0.0); | |||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; | |||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; | |||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; | |||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; | |||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; | |||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; | |||||
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); | |||||
gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a); | |||||
} |
@ -0,0 +1,26 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
void main() | |||||
{ | |||||
// To show overdraw, we just render all the fragments | |||||
// with a solid color and some transparency | |||||
// NOTE: This is not a postpro render, | |||||
// it will only render all screen texture in a plain color | |||||
finalColor = vec4(1.0, 0.0, 0.0, 0.2); | |||||
} | |||||
@ -0,0 +1,41 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
uniform vec2 resolution = vec2(800, 450); | |||||
void main() | |||||
{ | |||||
float x = 1.0/resolution.x; | |||||
float y = 1.0/resolution.y; | |||||
vec4 horizEdge = vec4(0.0); | |||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; | |||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; | |||||
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; | |||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; | |||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; | |||||
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; | |||||
vec4 vertEdge = vec4(0.0); | |||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; | |||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; | |||||
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; | |||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; | |||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; | |||||
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; | |||||
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); | |||||
finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a); | |||||
} |
@ -1,26 +0,0 @@ | |||||
#version 100 | |||||
// Input vertex attributes | |||||
attribute vec3 vertexPosition; | |||||
attribute vec2 vertexTexCoord; | |||||
attribute vec3 vertexNormal; | |||||
attribute vec4 vertexColor; | |||||
// Input uniform values | |||||
uniform mat4 mvpMatrix; | |||||
// Output vertex attributes (to fragment shader) | |||||
varying vec2 fragTexCoord; | |||||
varying vec4 fragColor; | |||||
// NOTE: Add here your custom variables | |||||
void main() | |||||
{ | |||||
// Send vertex attributes to fragment shader | |||||
fragTexCoord = vertexTexCoord; | |||||
fragColor = vertexColor; | |||||
// Calculate final vertex position | |||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); | |||||
} |
@ -1,39 +0,0 @@ | |||||
#version 100 | |||||
precision mediump float; | |||||
// Input vertex attributes (from vertex shader) | |||||
varying vec2 fragTexCoord; | |||||
varying vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// NOTE: Add here your custom variables | |||||
const vec2 size = vec2(800, 450); // render size | |||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance | |||||
const float quality = 2.5; // lower = smaller glow, better quality | |||||
void main() | |||||
{ | |||||
vec4 sum = vec4(0); | |||||
vec2 sizeFactor = vec2(1)/size*quality; | |||||
// Texel color fetching from texture sampler | |||||
vec4 source = texture2D(texture0, fragTexCoord); | |||||
const int range = 2; // should be = (samples - 1)/2; | |||||
for (int x = -range; x <= range; x++) | |||||
{ | |||||
for (int y = -range; y <= range; y++) | |||||
{ | |||||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); | |||||
} | |||||
} | |||||
// Calculate final fragment color | |||||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; | |||||
} |
@ -1,25 +0,0 @@ | |||||
#version 100 | |||||
precision mediump float; | |||||
// Input vertex attributes (from vertex shader) | |||||
varying vec2 fragTexCoord; | |||||
varying vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// NOTE: Add here your custom variables | |||||
void main() | |||||
{ | |||||
// Texel color fetching from texture sampler | |||||
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor; | |||||
// Convert texel color to grayscale using NTSC conversion weights | |||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); | |||||
// Calculate final fragment color | |||||
gl_FragColor = vec4(gray, gray, gray, texelColor.a); | |||||
} |
@ -1,150 +0,0 @@ | |||||
#version 100 | |||||
precision mediump float; | |||||
varying vec3 fragPosition; | |||||
varying vec2 fragTexCoord; | |||||
varying vec4 fragColor; | |||||
varying vec3 fragNormal; | |||||
uniform sampler2D texture0; | |||||
uniform sampler2D texture1; | |||||
uniform sampler2D texture2; | |||||
uniform vec4 colAmbient; | |||||
uniform vec4 colDiffuse; | |||||
uniform vec4 colSpecular; | |||||
uniform float glossiness; | |||||
uniform int useNormal; | |||||
uniform int useSpecular; | |||||
uniform mat4 modelMatrix; | |||||
uniform vec3 viewDir; | |||||
struct Light { | |||||
int enabled; | |||||
int type; | |||||
vec3 position; | |||||
vec3 direction; | |||||
vec4 diffuse; | |||||
float intensity; | |||||
float radius; | |||||
float coneAngle; | |||||
}; | |||||
const int maxLights = 8; | |||||
uniform Light lights[maxLights]; | |||||
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) | |||||
{ | |||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); | |||||
vec3 surfaceToLight = l.position - surfacePos; | |||||
// Diffuse shading | |||||
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); | |||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; | |||||
// Specular shading | |||||
float spec = 0.0; | |||||
if (diff > 0.0) | |||||
{ | |||||
vec3 h = normalize(-l.direction + v); | |||||
spec = pow(dot(n, h), 3 + glossiness)*s; | |||||
} | |||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb); | |||||
} | |||||
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s) | |||||
{ | |||||
vec3 lightDir = normalize(-l.direction); | |||||
// Diffuse shading | |||||
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; | |||||
// Specular shading | |||||
float spec = 0.0; | |||||
if (diff > 0.0) | |||||
{ | |||||
vec3 h = normalize(lightDir + v); | |||||
spec = pow(dot(n, h), 3 + glossiness)*s; | |||||
} | |||||
// Combine results | |||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); | |||||
} | |||||
vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s) | |||||
{ | |||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); | |||||
vec3 lightToSurface = normalize(surfacePos - l.position); | |||||
vec3 lightDir = normalize(-l.direction); | |||||
// Diffuse shading | |||||
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; | |||||
// Spot attenuation | |||||
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); | |||||
attenuation = dot(lightToSurface, -lightDir); | |||||
float lightToSurfaceAngle = degrees(acos(attenuation)); | |||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; | |||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; | |||||
// Combine diffuse and attenuation | |||||
float diffAttenuation = diff*attenuation; | |||||
// Specular shading | |||||
float spec = 0.0; | |||||
if (diffAttenuation > 0.0) | |||||
{ | |||||
vec3 h = normalize(lightDir + v); | |||||
spec = pow(dot(n, h), 3 + glossiness)*s; | |||||
} | |||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); | |||||
} | |||||
void main() | |||||
{ | |||||
// Calculate fragment normal in screen space | |||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) | |||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); | |||||
vec3 normal = normalize(normalMatrix*fragNormal); | |||||
// Normalize normal and view direction vectors | |||||
vec3 n = normalize(normal); | |||||
vec3 v = normalize(viewDir); | |||||
// Calculate diffuse texture color fetching | |||||
vec4 texelColor = texture2D(texture0, fragTexCoord); | |||||
vec3 lighting = colAmbient.rgb; | |||||
// Calculate normal texture color fetching or set to maximum normal value by default | |||||
if (useNormal == 1) | |||||
{ | |||||
n *= texture2D(texture1, fragTexCoord).rgb; | |||||
n = normalize(n); | |||||
} | |||||
// Calculate specular texture color fetching or set to maximum specular value by default | |||||
float spec = 1.0; | |||||
if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r); | |||||
for (int i = 0; i < maxLights; i++) | |||||
{ | |||||
// Check if light is enabled | |||||
if (lights[i].enabled == 1) | |||||
{ | |||||
// Calculate lighting based on light type | |||||
if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec); | |||||
else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec); | |||||
else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec); | |||||
} | |||||
} | |||||
// Calculate final fragment color | |||||
gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); | |||||
} |
@ -1,23 +0,0 @@ | |||||
#version 100 | |||||
attribute vec3 vertexPosition; | |||||
attribute vec3 vertexNormal; | |||||
attribute vec2 vertexTexCoord; | |||||
attribute vec4 vertexColor; | |||||
varying vec3 fragPosition; | |||||
varying vec2 fragTexCoord; | |||||
varying vec4 fragColor; | |||||
varying vec3 fragNormal; | |||||
uniform mat4 mvpMatrix; | |||||
void main() | |||||
{ | |||||
fragPosition = vertexPosition; | |||||
fragTexCoord = vertexTexCoord; | |||||
fragColor = vertexColor; | |||||
fragNormal = vertexNormal; | |||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); | |||||
} |
@ -1,46 +0,0 @@ | |||||
#version 100 | |||||
precision mediump float; | |||||
// Input vertex attributes (from vertex shader) | |||||
varying vec2 fragTexCoord; | |||||
varying vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// NOTE: Add here your custom variables | |||||
// NOTE: Render size values must be passed from code | |||||
const float renderWidth = 800; | |||||
const float renderHeight = 450; | |||||
float radius = 250.0; | |||||
float angle = 0.8; | |||||
uniform vec2 center = vec2(200.0, 200.0); | |||||
void main() | |||||
{ | |||||
vec2 texSize = vec2(renderWidth, renderHeight); | |||||
vec2 tc = fragTexCoord*texSize; | |||||
tc -= center; | |||||
float dist = length(tc); | |||||
if (dist < radius) | |||||
{ | |||||
float percent = (radius - dist)/radius; | |||||
float theta = percent*percent*angle*8.0; | |||||
float s = sin(theta); | |||||
float c = cos(theta); | |||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); | |||||
} | |||||
tc += center; | |||||
vec3 color = texture2D(texture0, tc/texSize).rgb; | |||||
gl_FragColor = vec4(color, 1.0);; | |||||
} |
@ -1,26 +0,0 @@ | |||||
#version 330 | |||||
// Input vertex attributes | |||||
in vec3 vertexPosition; | |||||
in vec2 vertexTexCoord; | |||||
in vec3 vertexNormal; | |||||
in vec4 vertexColor; | |||||
// Input uniform values | |||||
uniform mat4 mvpMatrix; | |||||
// Output vertex attributes (to fragment shader) | |||||
out vec2 fragTexCoord; | |||||
out vec4 fragColor; | |||||
// NOTE: Add here your custom variables | |||||
void main() | |||||
{ | |||||
// Send vertex attributes to fragment shader | |||||
fragTexCoord = vertexTexCoord; | |||||
fragColor = vertexColor; | |||||
// Calculate final vertex position | |||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); | |||||
} |
@ -1,40 +0,0 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
const vec2 size = vec2(800, 450); // render size | |||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance | |||||
const float quality = 2.5; // lower = smaller glow, better quality | |||||
void main() | |||||
{ | |||||
vec4 sum = vec4(0); | |||||
vec2 sizeFactor = vec2(1)/size*quality; | |||||
// Texel color fetching from texture sampler | |||||
vec4 source = texture(texture0, fragTexCoord); | |||||
const int range = 2; // should be = (samples - 1)/2; | |||||
for (int x = -range; x <= range; x++) | |||||
{ | |||||
for (int y = -range; y <= range; y++) | |||||
{ | |||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); | |||||
} | |||||
} | |||||
// Calculate final fragment color | |||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse; | |||||
} |
@ -1,27 +0,0 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; // Depth texture | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
void main() | |||||
{ | |||||
float zNear = 0.01; // camera z near | |||||
float zFar = 10.0; // camera z far | |||||
float z = texture(texture0, fragTexCoord).x; | |||||
// Linearize depth value | |||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); | |||||
// Calculate final fragment color | |||||
finalColor = vec4(depth, depth, depth, 1.0f); | |||||
} |
@ -1,26 +0,0 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
void main() | |||||
{ | |||||
// Texel color fetching from texture sampler | |||||
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; | |||||
// Convert texel color to grayscale using NTSC conversion weights | |||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); | |||||
// Calculate final fragment color | |||||
finalColor = vec4(gray, gray, gray, texelColor.a); | |||||
} |
@ -1,150 +0,0 @@ | |||||
#version 330 | |||||
in vec3 fragPosition; | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
in vec3 fragNormal; | |||||
out vec4 finalColor; | |||||
uniform sampler2D texture0; | |||||
uniform sampler2D texture1; | |||||
uniform sampler2D texture2; | |||||
uniform vec4 colAmbient; | |||||
uniform vec4 colDiffuse; | |||||
uniform vec4 colSpecular; | |||||
uniform float glossiness; | |||||
uniform int useNormal; | |||||
uniform int useSpecular; | |||||
uniform mat4 modelMatrix; | |||||
uniform vec3 viewDir; | |||||
struct Light { | |||||
int enabled; | |||||
int type; | |||||
vec3 position; | |||||
vec3 direction; | |||||
vec4 diffuse; | |||||
float intensity; | |||||
float radius; | |||||
float coneAngle; | |||||
}; | |||||
const int maxLights = 8; | |||||
uniform Light lights[maxLights]; | |||||
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) | |||||
{ | |||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); | |||||
vec3 surfaceToLight = l.position - surfacePos; | |||||
// Diffuse shading | |||||
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); | |||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; | |||||
// Specular shading | |||||
float spec = 0.0; | |||||
if (diff > 0.0) | |||||
{ | |||||
vec3 h = normalize(-l.direction + v); | |||||
spec = pow(dot(n, h), 3 + glossiness)*s; | |||||
} | |||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb); | |||||
} | |||||
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s) | |||||
{ | |||||
vec3 lightDir = normalize(-l.direction); | |||||
// Diffuse shading | |||||
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; | |||||
// Specular shading | |||||
float spec = 0.0; | |||||
if (diff > 0.0) | |||||
{ | |||||
vec3 h = normalize(lightDir + v); | |||||
spec = pow(dot(n, h), 3 + glossiness)*s; | |||||
} | |||||
// Combine results | |||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); | |||||
} | |||||
vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s) | |||||
{ | |||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); | |||||
vec3 lightToSurface = normalize(surfacePos - l.position); | |||||
vec3 lightDir = normalize(-l.direction); | |||||
// Diffuse shading | |||||
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; | |||||
// Spot attenuation | |||||
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); | |||||
attenuation = dot(lightToSurface, -lightDir); | |||||
float lightToSurfaceAngle = degrees(acos(attenuation)); | |||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; | |||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; | |||||
// Combine diffuse and attenuation | |||||
float diffAttenuation = diff*attenuation; | |||||
// Specular shading | |||||
float spec = 0.0; | |||||
if (diffAttenuation > 0.0) | |||||
{ | |||||
vec3 h = normalize(lightDir + v); | |||||
spec = pow(dot(n, h), 3 + glossiness)*s; | |||||
} | |||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); | |||||
} | |||||
void main() | |||||
{ | |||||
// Calculate fragment normal in screen space | |||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) | |||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); | |||||
vec3 normal = normalize(normalMatrix*fragNormal); | |||||
// Normalize normal and view direction vectors | |||||
vec3 n = normalize(normal); | |||||
vec3 v = normalize(viewDir); | |||||
// Calculate diffuse texture color fetching | |||||
vec4 texelColor = texture(texture0, fragTexCoord); | |||||
vec3 lighting = colAmbient.rgb; | |||||
// Calculate normal texture color fetching or set to maximum normal value by default | |||||
if (useNormal == 1) | |||||
{ | |||||
n *= texture(texture1, fragTexCoord).rgb; | |||||
n = normalize(n); | |||||
} | |||||
// Calculate specular texture color fetching or set to maximum specular value by default | |||||
float spec = 1.0; | |||||
if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); | |||||
for (int i = 0; i < maxLights; i++) | |||||
{ | |||||
// Check if light is enabled | |||||
if (lights[i].enabled == 1) | |||||
{ | |||||
// Calculate lighting based on light type | |||||
if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec); | |||||
else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec); | |||||
else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec); | |||||
} | |||||
} | |||||
// Calculate final fragment color | |||||
finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); | |||||
} |
@ -1,23 +0,0 @@ | |||||
#version 330 | |||||
in vec3 vertexPosition; | |||||
in vec3 vertexNormal; | |||||
in vec2 vertexTexCoord; | |||||
in vec4 vertexColor; | |||||
out vec3 fragPosition; | |||||
out vec2 fragTexCoord; | |||||
out vec4 fragColor; | |||||
out vec3 fragNormal; | |||||
uniform mat4 mvpMatrix; | |||||
void main() | |||||
{ | |||||
fragPosition = vertexPosition; | |||||
fragTexCoord = vertexTexCoord; | |||||
fragColor = vertexColor; | |||||
fragNormal = vertexNormal; | |||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); | |||||
} |
@ -1,47 +0,0 @@ | |||||
#version 330 | |||||
// Input vertex attributes (from vertex shader) | |||||
in vec2 fragTexCoord; | |||||
in vec4 fragColor; | |||||
// Input uniform values | |||||
uniform sampler2D texture0; | |||||
uniform vec4 colDiffuse; | |||||
// Output fragment color | |||||
out vec4 finalColor; | |||||
// NOTE: Add here your custom variables | |||||
// NOTE: Render size values must be passed from code | |||||
const float renderWidth = 800; | |||||
const float renderHeight = 450; | |||||
float radius = 250.0; | |||||
float angle = 0.8; | |||||
uniform vec2 center = vec2(200.0, 200.0); | |||||
void main() | |||||
{ | |||||
vec2 texSize = vec2(renderWidth, renderHeight); | |||||
vec2 tc = fragTexCoord*texSize; | |||||
tc -= center; | |||||
float dist = length(tc); | |||||
if (dist < radius) | |||||
{ | |||||
float percent = (radius - dist)/radius; | |||||
float theta = percent*percent*angle*8.0; | |||||
float s = sin(theta); | |||||
float c = cos(theta); | |||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); | |||||
} | |||||
tc += center; | |||||
vec3 color = texture(texture0, tc/texSize).rgb; | |||||
finalColor = vec4(color, 1.0);; | |||||
} |