Add fog example

This commit is contained in:
Samuel Wilder 2019-10-02 15:32:16 -04:00
parent 79ee8f4373
commit 695cc2fb80
4 changed files with 217 additions and 0 deletions

View file

@ -0,0 +1,91 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragPosition;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
uniform float FogDensity;
uniform vec4 fogColor;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
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;
float specCo = 0.0;
if(NdotL > 0.0)
specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
specular += specCo;
}
}
finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (ambient/10.0);
// gamma
finalColor = pow(finalColor, vec4(1.0/2.2));
float dist = length(viewPos - fragPosition) ;
float fogFactor = 1.0 / exp( (dist * FogDensity) * (dist * FogDensity));
// linear less nice
//const float fogStart = 2.0;
//const float fogEnd = 10.0;
//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
fogFactor = clamp( fogFactor, 0.0, 1.0 );
finalColor = mix(fogColor, finalColor, fogFactor);
}

View file

@ -0,0 +1,32 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragPosition;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 56 KiB