| @ -0,0 +1,65 @@ | |||
| #ifdef GL_ES | |||
| precision mediump float; | |||
| #endif | |||
| // 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; | |||
| } | |||
| @ -0,0 +1,28 @@ | |||
| #ifdef GL_ES | |||
| precision mediump float; | |||
| #endif | |||
| // 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); | |||
| } | |||
| @ -0,0 +1,61 @@ | |||
| // 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; | |||
| } | |||
| @ -0,0 +1,23 @@ | |||
| // 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); | |||
| } | |||