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); | |||||
} |