* complete fog example as both fog and basic lighting need the light system it made sense to seperate it out, there are a few functions from raymath int rlmath.py * added shaders custom uniform * added shaders_texture_waves.py * added shaders_texture_drawing.py * bug fix - unwanted transparent effect! Co-authored-by: codifies <nospam@antispam.com>
93 lines
2.3 KiB
GLSL
93 lines
2.3 KiB
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragPosition;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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uniform vec3 viewPos;
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uniform float FogDensity;
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uniform vec4 fogColor;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL) {
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light = -normalize(lights[i].target - lights[i].position);
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}
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if (lights[i].type == LIGHT_POINT) {
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light = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb * NdotL;
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float specCo = 0.0;
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if(NdotL > 0.0)
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specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
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specular += specCo;
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}
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}
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finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
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finalColor += texelColor * (ambient/10.0);
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// gamma
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finalColor = pow(finalColor, vec4(1.0/2.2));
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float dist = length(viewPos - fragPosition) ;
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float fogFactor = 1.0 / exp( (dist * FogDensity) * (dist * FogDensity));
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// linear less nice
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//const float fogStart = 2.0;
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//const float fogEnd = 10.0;
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//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
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fogFactor = clamp( fogFactor, 0.0, 1.0 );
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finalColor = mix(fogColor, finalColor, fogFactor);
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}
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