diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs index 5a08843d..280d2fb6 100644 --- a/examples/resources/shaders/glsl100/bloom.fs +++ b/examples/resources/shaders/glsl100/bloom.fs @@ -33,5 +33,5 @@ void main() else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; else tc = sum*sum*0.0075 + texelColor; - finalColor = tc; + gl_FragColor = tc; } \ No newline at end of file diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs index e77d4f87..0d6d24f2 100644 --- a/examples/resources/shaders/glsl100/swirl.fs +++ b/examples/resources/shaders/glsl100/swirl.fs @@ -20,7 +20,7 @@ float angle = 0.8; uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs index 47ddee30..0307bc06 100644 --- a/examples/resources/shaders/glsl330/bloom.fs +++ b/examples/resources/shaders/glsl330/bloom.fs @@ -17,7 +17,7 @@ void main() { vec4 sum = vec4(0); vec4 tc = vec4(0); - + for (int i = -4; i < 4; i++) { for (int j = -3; j < 3; j++) diff --git a/examples/resources/shaders/glsl330/phong.fs b/examples/resources/shaders/glsl330/phong.fs index 80e3d673..c14b346a 100644 --- a/examples/resources/shaders/glsl330/phong.fs +++ b/examples/resources/shaders/glsl330/phong.fs @@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0; uniform vec3 lightPosition; uniform vec3 cameraPosition; +// Fragment shader output data +out vec4 fragColor; + // Calculate ambient lighting component vec3 AmbientLighting() { diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs index da098754..80c16cc9 100644 --- a/examples/resources/shaders/glsl330/swirl.fs +++ b/examples/resources/shaders/glsl330/swirl.fs @@ -21,7 +21,7 @@ float angle = 0.8; uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; diff --git a/shaders/glsl100/base.vs b/shaders/glsl100/base.vs index 9f339382..e9386939 100644 --- a/shaders/glsl100/base.vs +++ b/shaders/glsl100/base.vs @@ -1,20 +1,26 @@ #version 100 +// Input vertex attributes attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec3 vertexNormal; +attribute vec4 vertexColor; -varying vec2 fragTexCoord; - +// 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() { - vec3 normal = vertexNormal; - + // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + // Calculate final vertex position gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); } \ No newline at end of file diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs index 33754c7e..280d2fb6 100644 --- a/shaders/glsl100/bloom.fs +++ b/shaders/glsl100/bloom.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -22,21 +25,13 @@ void main() } } - if (texture2D(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); - } - else - { - if (texture2D(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); - } - } + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // Calculate final fragment color + if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; + else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; + else tc = sum*sum*0.0075 + texelColor; gl_FragColor = tc; } \ No newline at end of file diff --git a/shaders/glsl100/blur.fs b/shaders/glsl100/blur.fs index a1069c6f..80d40834 100644 --- a/shaders/glsl100/blur.fs +++ b/shaders/glsl100/blur.fs @@ -2,7 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); void main() { + // Texel color fetching from texture sampler vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; for (int i = 1; i < 3; i++) diff --git a/shaders/glsl100/cross_hatching.fs b/shaders/glsl100/cross_hatching.fs index cf01b65e..1f7dab08 100644 --- a/shaders/glsl100/cross_hatching.fs +++ b/shaders/glsl100/cross_hatching.fs @@ -2,12 +2,15 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; -// NOTE: Add here your custom variables +// NOTE: Add here your custom variables float hatchOffsetY = 5.0f; float lumThreshold01 = 0.9f; diff --git a/shaders/glsl100/cross_stitching.fs b/shaders/glsl100/cross_stitching.fs index f1afef04..6fabc027 100644 --- a/shaders/glsl100/cross_stitching.fs +++ b/shaders/glsl100/cross_stitching.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv) return c; } -void main(void) +void main() { vec3 tc = PostFX(texture0, fragTexCoord).rgb; diff --git a/shaders/glsl100/dream_vision.fs b/shaders/glsl100/dream_vision.fs index bb828970..d0cdc687 100644 --- a/shaders/glsl100/dream_vision.fs +++ b/shaders/glsl100/dream_vision.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; diff --git a/shaders/glsl100/fisheye.fs b/shaders/glsl100/fisheye.fs index e7a4485c..9dba297b 100644 --- a/shaders/glsl100/fisheye.fs +++ b/shaders/glsl100/fisheye.fs @@ -2,12 +2,15 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; -// NOTE: Add here your custom variables +// NOTE: Add here your custom variables const float PI = 3.1415926535; diff --git a/shaders/glsl100/grayscale.fs b/shaders/glsl100/grayscale.fs index e55545e2..f92ec335 100644 --- a/shaders/glsl100/grayscale.fs +++ b/shaders/glsl100/grayscale.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -11,10 +14,12 @@ uniform vec4 fragTintColor; void main() { - vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); + // Convert texel color to grayscale using NTSC conversion weights + float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); - gl_FragColor = vec4(gray, gray, gray, fragTintColor.a); + // Calculate final fragment color + gl_FragColor = vec4(gray, gray, gray, texelColor.a); } \ No newline at end of file diff --git a/shaders/glsl100/pixel.fs b/shaders/glsl100/pixel.fs index 552e8900..c532f219 100644 --- a/shaders/glsl100/pixel.fs +++ b/shaders/glsl100/pixel.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; diff --git a/shaders/glsl100/posterization.fs b/shaders/glsl100/posterization.fs index 4f4c4b93..801ca89c 100644 --- a/shaders/glsl100/posterization.fs +++ b/shaders/glsl100/posterization.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; diff --git a/shaders/glsl100/predator.fs b/shaders/glsl100/predator.fs index 2fbdc7af..1f0e2ce5 100644 --- a/shaders/glsl100/predator.fs +++ b/shaders/glsl100/predator.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs index 85de158d..d885e10b 100644 --- a/shaders/glsl100/scanlines.fs +++ b/shaders/glsl100/scanlines.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -14,7 +17,7 @@ float frequency = 720/3.0; uniform float time; -void main (void) +void main() { /* // Scanlines method 1 diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs index b0d54b23..0d6d24f2 100644 --- a/shaders/glsl100/swirl.fs +++ b/shaders/glsl100/swirl.fs @@ -2,28 +2,32 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables -const float renderWidth = 1280; -const float renderHeight = 720; +const float renderWidth = 800.0; // HARDCODED for example! +const float renderHeight = 480.0; // Use uniforms instead... float radius = 250.0; float angle = 0.8; -uniform vec2 center = vec2(200, 200); +uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; tc -= center; - float dist = length(tc); + float dist = length(tc); + if (dist < radius) { float percent = (radius - dist)/radius; @@ -33,7 +37,7 @@ void main (void) tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); } - + tc += center; vec3 color = texture2D(texture0, tc/texSize).rgb; diff --git a/shaders/glsl100/template.fs b/shaders/glsl100/template.fs index 1f4b8ccf..a3942890 100644 --- a/shaders/glsl100/template.fs +++ b/shaders/glsl100/template.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -11,6 +14,7 @@ uniform vec4 fragTintColor; void main() { + // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord); // NOTE: Implement here your fragment shader code diff --git a/shaders/glsl330/base.vs b/shaders/glsl330/base.vs index b0f930b7..638cb8ae 100644 --- a/shaders/glsl330/base.vs +++ b/shaders/glsl330/base.vs @@ -1,18 +1,26 @@ #version 330 +// Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; +in vec4 vertexColor; -out vec2 fragTexCoord; - +// 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); } \ No newline at end of file diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs index 34b6295c..0307bc06 100644 --- a/shaders/glsl330/bloom.fs +++ b/shaders/glsl330/bloom.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables void main() @@ -18,25 +22,17 @@ void main() { for (int j = -3; j < 3; j++) { - sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; } } - if (texture(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture(texture0, fragTexCoord); - } - else - { - if (texture(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture(texture0, fragTexCoord); - } - } + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); - fragColor = tc; + // Calculate final fragment color + if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; + else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; + else tc = sum*sum*0.0075 + texelColor; + + finalColor = tc; } \ No newline at end of file diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs index 44ea42b1..7c31f727 100644 --- a/shaders/glsl330/blur.fs +++ b/shaders/glsl330/blur.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables const float renderWidth = 1280.0; @@ -17,13 +21,14 @@ float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); void main() { - vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0]; - + // Texel color fetching from texture sampler + vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0]; + for (int i = 1; i < 3; i++) { - tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; - tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; + texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; + texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; } - fragColor = vec4(tc, 1.0); + finalColor = vec4(texelColor, 1.0); } \ No newline at end of file diff --git a/shaders/glsl330/cross_hatching.fs b/shaders/glsl330/cross_hatching.fs index 6f5df964..c12c48cd 100644 --- a/shaders/glsl330/cross_hatching.fs +++ b/shaders/glsl330/cross_hatching.fs @@ -1,13 +1,17 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; -// NOTE: Add here your custom variables +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables float hatchOffsetY = 5.0; float lumThreshold01 = 0.9; @@ -27,18 +31,18 @@ void main() if (lum < lumThreshold02) { - if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } if (lum < lumThreshold03) { - if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } if (lum < lumThreshold04) { - if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } - fragColor = vec4(tc, 1.0); + finalColor = vec4(tc, 1.0); } \ No newline at end of file diff --git a/shaders/glsl330/cross_stitching.fs b/shaders/glsl330/cross_stitching.fs index dcb26e79..7c87c6cd 100644 --- a/shaders/glsl330/cross_stitching.fs +++ b/shaders/glsl330/cross_stitching.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables const float renderWidth = 1280.0; @@ -46,9 +50,9 @@ vec4 PostFX(sampler2D tex, vec2 uv) return c; } -void main(void) +void main() { vec3 tc = PostFX(texture0, fragTexCoord).rgb; - fragColor = vec4(tc, 1.0); + finalColor = vec4(tc, 1.0); } \ No newline at end of file diff --git a/shaders/glsl330/depth.fs b/shaders/glsl330/depth.fs new file mode 100644 index 00000000..06d399f9 --- /dev/null +++ b/shaders/glsl330/depth.fs @@ -0,0 +1,27 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; // Depth texture +uniform vec4 fragTintColor; + +// 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); +} \ No newline at end of file diff --git a/shaders/glsl330/grayscale.fs b/shaders/glsl330/grayscale.fs index b3a695bf..d4a8824f 100644 --- a/shaders/glsl330/grayscale.fs +++ b/shaders/glsl330/grayscale.fs @@ -1,20 +1,26 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables void main() { - vec4 base = texture(texture0, fragTexCoord)*fragTintColor; + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); + // Convert texel color to grayscale using NTSC conversion weights + float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); - fragColor = vec4(gray, gray, gray, fragTintColor.a); + // Calculate final fragment color + finalColor = vec4(gray, gray, gray, texelColor.a); } \ No newline at end of file diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs index 75b7e6d7..c14b346a 100644 --- a/shaders/glsl330/phong.fs +++ b/shaders/glsl330/phong.fs @@ -1,76 +1,85 @@ #version 330 -// Vertex shader input data +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec3 fragNormal; -// Diffuse data +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; -// Light attributes -uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0); -uniform vec3 light_diffuseColor = vec3(1, 0.5, 0); -uniform vec3 light_specularColor = vec3(0, 1, 0); -uniform float light_intensity = 1; -uniform float light_specIntensity = 1; +// Output fragment color +out vec4 finalColor; -// Material attributes -uniform vec3 mat_ambientColor = vec3(1, 1, 1); -uniform vec3 mat_specularColor = vec3(1, 1, 1); -uniform float mat_glossiness = 50; +// NOTE: Add here your custom variables -// World attributes -uniform vec3 lightPos; -uniform vec3 cameraPos; +// Light uniform values +uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0); +uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0); +uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0); +uniform float lightIntensity = 1.0; +uniform float lightSpecIntensity = 1.0; + +// Material uniform values +uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0); +uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0); +uniform float matGlossiness = 50.0; + +// World uniform values +uniform vec3 lightPosition; +uniform vec3 cameraPosition; // Fragment shader output data out vec4 fragColor; +// Calculate ambient lighting component vec3 AmbientLighting() { - return mat_ambientColor * light_ambientColor; + return (matAmbientColor*lightAmbientColor); } +// Calculate diffuse lighting component vec3 DiffuseLighting(in vec3 N, in vec3 L) { - // Lambertian reflection calculation - float diffuse = clamp(dot(N, L), 0, 1); - - return tintColor.xyz * light_diffuseColor * light_intensity * diffuse; + // Lambertian reflection calculation + float diffuse = clamp(dot(N, L), 0, 1); + + return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse); } +// Calculate specular lighting component vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) { - float specular = 0; - - // Calculate specular reflection only if the surface is oriented to the light source - if(dot(N, L) > 0) - { - // Calculate half vector - vec3 H = normalize(L + V); - - // Calculate specular intensity - specular = pow(dot(N, H), 3 + mat_glossiness); - } + float specular = 0.0; + + // Calculate specular reflection only if the surface is oriented to the light source + if (dot(N, L) > 0) + { + // Calculate half vector + vec3 H = normalize(L + V); + + // Calculate specular intensity + specular = pow(dot(N, H), 3 + matGlossiness); + } - return mat_specularColor * light_specularColor * light_specIntensity * specular; + return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular); } void main() { // Normalize input vectors - vec3 L = normalize(lightPos); - vec3 V = normalize(cameraPos); + vec3 L = normalize(lightPosition); + vec3 V = normalize(cameraPosition); vec3 N = normalize(fragNormal); + // Calculate lighting components vec3 ambient = AmbientLighting(); vec3 diffuse = DiffuseLighting(N, L); vec3 specular = SpecularLighting(N, L, V); - // Get base color from texture - vec4 textureColor = texture(texture0, fragTexCoord); - vec3 finalColor = textureColor.rgb; - - fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a); + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // Calculate final fragment color + finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a); } \ No newline at end of file diff --git a/shaders/glsl330/phong.vs b/shaders/glsl330/phong.vs index ee6d34bf..d68d9b3f 100644 --- a/shaders/glsl330/phong.vs +++ b/shaders/glsl330/phong.vs @@ -1,23 +1,25 @@ #version 330 -// Vertex input data +// Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; -// Projection and model data +// Input uniform values uniform mat4 mvpMatrix; -uniform mat4 modelMatrix; -// Attributes to fragment shader +// Output vertex attributes (to fragment shader) out vec2 fragTexCoord; out vec3 fragNormal; +// NOTE: Add here your custom variables +uniform mat4 modelMatrix; + void main() { - // Send texture coord to fragment shader + // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; - + // Calculate view vector normal from model mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); fragNormal = normalize(normalMatrix*vertexNormal); diff --git a/shaders/glsl330/pixel.fs b/shaders/glsl330/pixel.fs index aa5a22fe..9ed3ea7d 100644 --- a/shaders/glsl330/pixel.fs +++ b/shaders/glsl330/pixel.fs @@ -1,13 +1,17 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; -// NOTE: Add here your custom variables +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables const float renderWidth = 1280.0; const float renderHeight = 720.0; @@ -24,5 +28,5 @@ void main() vec3 tc = texture(texture0, coord).rgb; - fragColor = vec4(tc, 1.0); + finalColor = vec4(tc, 1.0); } \ No newline at end of file diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs index 5215bd8b..f1d72a19 100644 --- a/shaders/glsl330/posterization.fs +++ b/shaders/glsl330/posterization.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables float gamma = 0.6; @@ -14,13 +18,14 @@ float numColors = 8.0; void main() { - vec3 color = texture(texture0, fragTexCoord.xy).rgb; + // Texel color fetching from texture sampler + vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb; - color = pow(color, vec3(gamma, gamma, gamma)); - color = color*numColors; - color = floor(color); - color = color/numColors; - color = pow(color, vec3(1.0/gamma)); + texelColor = pow(texelColor, vec3(gamma, gamma, gamma)); + texelColor = texelColor*numColors; + texelColor = floor(texelColor); + texelColor = texelColor/numColors; + texelColor = pow(texelColor, vec3(1.0/gamma)); - fragColor = vec4(color, 1.0); + finalColor = vec4(texelColor, 1.0); } \ No newline at end of file diff --git a/shaders/glsl330/predator.fs b/shaders/glsl330/predator.fs index 85c93d0c..9269dfd4 100644 --- a/shaders/glsl330/predator.fs +++ b/shaders/glsl330/predator.fs @@ -1,27 +1,32 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables void main() { - vec3 color = texture(texture0, fragTexCoord).rgb; + // Texel color fetching from texture sampler + vec3 texelColor = texture(texture0, fragTexCoord).rgb; vec3 colors[3]; colors[0] = vec3(0.0, 0.0, 1.0); colors[1] = vec3(1.0, 1.0, 0.0); colors[2] = vec3(1.0, 0.0, 0.0); - float lum = (color.r + color.g + color.b)/3.0; + float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0; int ix = (lum < 0.5)? 0:1; vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5); - fragColor = vec4(tc, 1.0); + finalColor = vec4(tc, 1.0); } \ No newline at end of file diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs index 0c89e610..177f000d 100644 --- a/shaders/glsl330/scanlines.fs +++ b/shaders/glsl330/scanlines.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables float offset = 0.0; @@ -14,7 +18,7 @@ float frequency = 720.0/3.0; uniform float time; -void main (void) +void main() { /* // Scanlines method 1 @@ -35,7 +39,8 @@ void main (void) float globalPos = (fragTexCoord.y + offset) * frequency; float wavePos = cos((fract(globalPos) - 0.5)*3.14); - vec4 color = texture(texture0, fragTexCoord); + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); - fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos); + finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos); } \ No newline at end of file diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs index 19d7468b..80c16cc9 100644 --- a/shaders/glsl330/swirl.fs +++ b/shaders/glsl330/swirl.fs @@ -1,27 +1,32 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables -const float renderWidth = 1280.0; -const float renderHeight = 720.0; +const float renderWidth = 800.0; // HARDCODED for example! +const float renderHeight = 480.0; // Use uniforms instead... float radius = 250.0; float angle = 0.8; uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; tc -= center; + float dist = length(tc); if (dist < radius) @@ -37,5 +42,5 @@ void main (void) tc += center; vec3 color = texture(texture0, tc/texSize).rgb; - fragColor = vec4(color, 1.0);; + finalColor = vec4(color, 1.0);; } \ No newline at end of file diff --git a/shaders/glsl330/template.fs b/shaders/glsl330/template.fs index ad7210a4..55b8d4a4 100644 --- a/shaders/glsl330/template.fs +++ b/shaders/glsl330/template.fs @@ -1,19 +1,24 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// 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); // NOTE: Implement here your fragment shader code - fragColor = texelColor*fragTintColor; + finalColor = texelColor*fragTintColor; }