diff --git a/examples/models/models_skybox.py b/examples/models/models_skybox.py index f72a895..433ffd7 100644 --- a/examples/models/models_skybox.py +++ b/examples/models/models_skybox.py @@ -12,8 +12,8 @@ cube = rl.GenMeshCube(100, 100, 100) skybox = rl.LoadModelFromMesh(cube) skybox.materials[0].shader = rl.LoadShader( - b'res/shader/skybox.vs.glsl', - b'res/shader/skybox.fs.glsl' + b'resources/shaders/skybox.vs', + b'resources/shaders/skybox.fs' ) rl.SetShaderValue( @@ -24,8 +24,8 @@ rl.SetShaderValue( ) shdrCubemap = rl.LoadShader( - b'res/shader/cubemap.vs.glsl', - b'res/shader/cubemap.fs.glsl' + b'resources/shaders/cubemap.vs', + b'resources/shaders/cubemap.fs' ) rl.SetShaderValue( @@ -35,7 +35,7 @@ rl.SetShaderValue( rl.UNIFORM_INT ) -texHDR = rl.LoadTexture(b'res/img/skymap.hdr') +texHDR = rl.LoadTexture(b'resources/dresden_square.hdr') skybox.materials[0].maps[rl.MAP_CUBEMAP].texture = rl.GenTextureCubemap(shdrCubemap, texHDR, 512); diff --git a/examples/models/resources/shaders/cubemap.fs b/examples/models/resources/shaders/cubemap.fs index f4eb606..e8e2853 100644 --- a/examples/models/resources/shaders/cubemap.fs +++ b/examples/models/resources/shaders/cubemap.fs @@ -8,31 +8,31 @@ #version 330 -# Input vertex attributes (from vertex shader) -in vec3 fragPos +// Input vertex attributes (from vertex shader) +in vec3 fragPosition; -# Input uniform values -uniform sampler2D equirectangularMap +// Input uniform values +uniform sampler2D equirectangularMap; -# Output fragment color -out vec4 finalColor +// Output fragment color +out vec4 finalColor; vec2 SampleSphericalMap(vec3 v) -[ - vec2 uv = vec2(atan(v.z, v.x), asin(v.y)) - uv *= vec2(0.1591, 0.3183) - uv += 0.5 - return uv -] +{ + vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); + uv *= vec2(0.1591, 0.3183); + uv += 0.5; + return uv; +} void main() -[ - # Normalize local position - vec2 uv = SampleSphericalMap(normalize(fragPos)) +{ + // Normalize local position + vec2 uv = SampleSphericalMap(normalize(fragPosition)); - # Fetch color from texture map - vec3 color = texture(equirectangularMap, uv).rgb + // Fetch color from texture map + vec3 color = texture(equirectangularMap, uv).rgb; - # Calculate final fragment color - finalColor = vec4(color, 1.0) -] + // Calculate final fragment color + finalColor = vec4(color, 1.0); +} diff --git a/examples/models/resources/shaders/cubemap.vs b/examples/models/resources/shaders/cubemap.vs index e0249bc..5721eaa 100644 --- a/examples/models/resources/shaders/cubemap.vs +++ b/examples/models/resources/shaders/cubemap.vs @@ -8,21 +8,21 @@ #version 330 -# Input vertex attributes -in vec3 vertexPosition +// Input vertex attributes +in vec3 vertexPosition; -# Input uniform values -uniform mat4 projection -uniform mat4 view +// Input uniform values +uniform mat4 projection; +uniform mat4 view; -# Output vertex attributes (to fragment shader) -out vec3 fragPos +// Output vertex attributes (to fragment shader) +out vec3 fragPosition; void main() -[ - # Calculate fragment position based on model transformations - fragPos = vertexPosition +{ + // Calculate fragment position based on model transformations + fragPosition = vertexPosition; - # Calculate final vertex position - gl_Position = projection*view*vec4(vertexPosition, 1.0) -] + // Calculate final vertex position + gl_Position = projection*view*vec4(vertexPosition, 1.0); +} diff --git a/examples/models/resources/shaders/skybox.fs b/examples/models/resources/shaders/skybox.fs index 276017b..053a251 100644 --- a/examples/models/resources/shaders/skybox.fs +++ b/examples/models/resources/shaders/skybox.fs @@ -8,24 +8,24 @@ #version 330 -# Input vertex attributes (from vertex shader) -in vec3 fragPos +// Input vertex attributes (from vertex shader) +in vec3 fragPosition; -# Input uniform values -uniform samplerCube environmentMap +// Input uniform values +uniform samplerCube environmentMap; -# Output fragment color -out vec4 finalColor +// Output fragment color +out vec4 finalColor; void main() -[ - # Fetch color from texture map - vec3 color = texture(environmentMap, fragPos).rgb +{ + // Fetch color from texture map + vec3 color = texture(environmentMap, fragPosition).rgb; - # Apply gamma correction - color = color/(color + vec3(1.0)) - color = pow(color, vec3(1.0/2.2)) + // Apply gamma correction + color = color/(color + vec3(1.0)); + color = pow(color, vec3(1.0/2.2)); - # Calculate final fragment color - finalColor = vec4(color, 1.0) -] + // Calculate final fragment color + finalColor = vec4(color, 1.0); +} diff --git a/examples/models/resources/shaders/skybox.vs b/examples/models/resources/shaders/skybox.vs index 5ba5c09..4fe9a2c 100644 --- a/examples/models/resources/shaders/skybox.vs +++ b/examples/models/resources/shaders/skybox.vs @@ -8,25 +8,25 @@ #version 330 -# Input vertex attributes -in vec3 vertexPosition +// Input vertex attributes +in vec3 vertexPosition; -# Input uniform values -uniform mat4 projection -uniform mat4 view +// Input uniform values +uniform mat4 projection; +uniform mat4 view; -# Output vertex attributes (to fragment shader) -out vec3 fragPos +// Output vertex attributes (to fragment shader) +out vec3 fragPosition; void main() -[ - # Calculate fragment position based on model transformations - fragPos = vertexPosition +{ + // Calculate fragment position based on model transformations + fragPosition = vertexPosition; - # Remove translation from the view matrix - mat4 rotView = mat4(mat3(view)) - vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0) + // Remove translation from the view matrix + mat4 rotView = mat4(mat3(view)); + vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0); - # Calculate final vertex position - gl_Position = clipPos.xyww -] + // Calculate final vertex position + gl_Position = clipPos.xyzw; +} diff --git a/examples/res/img/skymap.hdr b/examples/res/img/skymap.hdr deleted file mode 100644 index b6d0e77..0000000 Binary files a/examples/res/img/skymap.hdr and /dev/null differ diff --git a/examples/res/shader/cubemap.fs.glsl b/examples/res/shader/cubemap.fs.glsl deleted file mode 100644 index e8e2853..0000000 --- a/examples/res/shader/cubemap.fs.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Equirectangular to cubemap fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPosition; - -// Input uniform values -uniform sampler2D equirectangularMap; - -// Output fragment color -out vec4 finalColor; - -vec2 SampleSphericalMap(vec3 v) -{ - vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); - uv *= vec2(0.1591, 0.3183); - uv += 0.5; - return uv; -} - -void main() -{ - // Normalize local position - vec2 uv = SampleSphericalMap(normalize(fragPosition)); - - // Fetch color from texture map - vec3 color = texture(equirectangularMap, uv).rgb; - - // Calculate final fragment color - finalColor = vec4(color, 1.0); -} diff --git a/examples/res/shader/cubemap.vs.glsl b/examples/res/shader/cubemap.vs.glsl deleted file mode 100644 index 5721eaa..0000000 --- a/examples/res/shader/cubemap.vs.glsl +++ /dev/null @@ -1,28 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Equirectangular to cubemap vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; - -// Input uniform values -uniform mat4 projection; -uniform mat4 view; - -// Output vertex attributes (to fragment shader) -out vec3 fragPosition; - -void main() -{ - // Calculate fragment position based on model transformations - fragPosition = vertexPosition; - - // Calculate final vertex position - gl_Position = projection*view*vec4(vertexPosition, 1.0); -} diff --git a/examples/res/shader/skybox.fs.glsl b/examples/res/shader/skybox.fs.glsl deleted file mode 100644 index 053a251..0000000 --- a/examples/res/shader/skybox.fs.glsl +++ /dev/null @@ -1,31 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Background skybox fragment shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes (from vertex shader) -in vec3 fragPosition; - -// Input uniform values -uniform samplerCube environmentMap; - -// Output fragment color -out vec4 finalColor; - -void main() -{ - // Fetch color from texture map - vec3 color = texture(environmentMap, fragPosition).rgb; - - // Apply gamma correction - color = color/(color + vec3(1.0)); - color = pow(color, vec3(1.0/2.2)); - - // Calculate final fragment color - finalColor = vec4(color, 1.0); -} diff --git a/examples/res/shader/skybox.vs.glsl b/examples/res/shader/skybox.vs.glsl deleted file mode 100644 index 4fe9a2c..0000000 --- a/examples/res/shader/skybox.vs.glsl +++ /dev/null @@ -1,32 +0,0 @@ -/******************************************************************************************* -* -* rPBR [shader] - Background skybox vertex shader -* -* Copyright (c) 2017 Victor Fisac -* -**********************************************************************************************/ - -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; - -// Input uniform values -uniform mat4 projection; -uniform mat4 view; - -// Output vertex attributes (to fragment shader) -out vec3 fragPosition; - -void main() -{ - // Calculate fragment position based on model transformations - fragPosition = vertexPosition; - - // Remove translation from the view matrix - mat4 rotView = mat4(mat3(view)); - vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0); - - // Calculate final vertex position - gl_Position = clipPos.xyzw; -}