add missing shaders for glsl100, glsl120pull/5127/head
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#version 100 | |||
precision mediump float; | |||
// Input from vertex shader | |||
varying vec3 fragPosition; | |||
varying vec4 fragColor; | |||
varying vec3 fragNormal; | |||
// Uniforms | |||
uniform vec4 colDiffuse; | |||
uniform vec4 ambient; | |||
uniform vec3 viewPos; | |||
#define MAX_LIGHTS 4 | |||
#define LIGHT_DIRECTIONAL 0 | |||
#define LIGHT_POINT 1 | |||
struct Light { | |||
int enabled; | |||
int type; | |||
vec3 position; | |||
vec3 target; | |||
vec4 color; | |||
}; | |||
uniform Light lights[MAX_LIGHTS]; | |||
void main() | |||
{ | |||
vec3 lightDot = vec3(0.0); | |||
vec3 normal = normalize(fragNormal); | |||
vec3 viewD = normalize(viewPos - fragPosition); | |||
vec3 specular = vec3(0.0); | |||
for (int i = 0; i < MAX_LIGHTS; i++) | |||
{ | |||
if (lights[i].enabled == 1) | |||
{ | |||
vec3 light = vec3(0.0); | |||
if (lights[i].type == LIGHT_DIRECTIONAL) | |||
light = -normalize(lights[i].target - lights[i].position); | |||
if (lights[i].type == LIGHT_POINT) | |||
light = normalize(lights[i].position - fragPosition); | |||
float NdotL = max(dot(normal, light), 0.0); | |||
lightDot += lights[i].color.rgb * NdotL; | |||
if (NdotL > 0.0) | |||
{ | |||
float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0); | |||
specular += specCo; | |||
} | |||
} | |||
} | |||
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0))); | |||
finalColor += fragColor * (ambient / 10.0) * colDiffuse; | |||
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction | |||
gl_FragColor = finalColor; | |||
} |
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#version 100 | |||
precision mediump float; | |||
// Input vertex attributes | |||
attribute vec3 vertexPosition; | |||
attribute vec3 vertexNormal; | |||
attribute vec4 vertexColor; | |||
// attribute vec2 vertexTexCoord; | |||
// Input uniform values | |||
uniform mat4 mvp; | |||
uniform mat4 matModel; | |||
uniform mat4 matNormal; | |||
// Output to fragment shader | |||
varying vec3 fragPosition; | |||
varying vec4 fragColor; | |||
varying vec3 fragNormal; | |||
void main() | |||
{ | |||
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); | |||
fragColor = vertexColor; | |||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); | |||
gl_Position = mvp * vec4(vertexPosition, 1.0); | |||
} |
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#version 120 | |||
// Input from vertex shader | |||
varying vec3 fragPosition; | |||
varying vec4 fragColor; | |||
varying vec3 fragNormal; | |||
// Uniforms | |||
uniform vec4 colDiffuse; | |||
uniform vec4 ambient; | |||
uniform vec3 viewPos; | |||
#define MAX_LIGHTS 4 | |||
#define LIGHT_DIRECTIONAL 0 | |||
#define LIGHT_POINT 1 | |||
struct Light { | |||
int enabled; | |||
int type; | |||
vec3 position; | |||
vec3 target; | |||
vec4 color; | |||
}; | |||
uniform Light lights[MAX_LIGHTS]; | |||
void main() | |||
{ | |||
vec3 lightDot = vec3(0.0); | |||
vec3 normal = normalize(fragNormal); | |||
vec3 viewD = normalize(viewPos - fragPosition); | |||
vec3 specular = vec3(0.0); | |||
for (int i = 0; i < MAX_LIGHTS; i++) | |||
{ | |||
if (lights[i].enabled == 1) | |||
{ | |||
vec3 light = vec3(0.0); | |||
if (lights[i].type == LIGHT_DIRECTIONAL) | |||
light = -normalize(lights[i].target - lights[i].position); | |||
if (lights[i].type == LIGHT_POINT) | |||
light = normalize(lights[i].position - fragPosition); | |||
float NdotL = max(dot(normal, light), 0.0); | |||
lightDot += lights[i].color.rgb * NdotL; | |||
if (NdotL > 0.0) | |||
{ | |||
float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0); | |||
specular += specCo; | |||
} | |||
} | |||
} | |||
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0))); | |||
finalColor += fragColor * (ambient / 10.0) * colDiffuse; | |||
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction | |||
gl_FragColor = finalColor; | |||
} |
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#version 120 | |||
// Input vertex attributes | |||
attribute vec3 vertexPosition; | |||
attribute vec3 vertexNormal; | |||
attribute vec4 vertexColor; | |||
// Uniforms | |||
uniform mat4 mvp; | |||
uniform mat4 matModel; | |||
uniform mat4 matNormal; | |||
// Output to fragment shader | |||
varying vec3 fragPosition; | |||
varying vec4 fragColor; | |||
varying vec3 fragNormal; | |||
void main() | |||
{ | |||
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); | |||
fragColor = vertexColor; | |||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); | |||
gl_Position = mvp * vec4(vertexPosition, 1.0); | |||
} |