Review shader exaples to work on web (GLSL 100)

This commit is contained in:
Ray 2020-03-02 13:27:54 +01:00
parent 08615d3247
commit 485787059a
14 changed files with 291 additions and 77 deletions

View file

@ -11,7 +11,6 @@ uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 resolution = vec2(800, 450);
void main()
{

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@ -0,0 +1,59 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,94 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// 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;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(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))), 16.0); // Shine: 16.0
specular += specCo;
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
// Fog calculation
float dist = length(viewPos - fragPosition);
// these could be parameters...
const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
//const float fogDensity = 0.16;
// Exponential fog
float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
// Linear fog (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);
gl_FragColor = mix(fogColor, finalColor, fogFactor);
}

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@ -0,0 +1,81 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// 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;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(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))), 16.0); // 16 refers to shine
specular += specCo;
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}

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@ -0,0 +1,24 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;
// NOTE: Add here your custom variables
void main()
{
vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0));
if (maskColour.r < 0.25) discard;
vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0));
gl_FragColor = texelColor*maskColour;
}

View file

@ -21,7 +21,7 @@ out vec3 fragNormal;
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;

View file

@ -55,20 +55,16 @@ void main()
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);
}
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
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specular += specCo;
}
}

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@ -1,32 +0,0 @@
#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);
}

View file

@ -69,7 +69,7 @@ void main()
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 refers to shine
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo;
}
}

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@ -2,6 +2,7 @@
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;

View file

@ -1,21 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View file

@ -69,8 +69,8 @@ int main(void)
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs",
"resources/shaders/glsl330/basic_lighting.fs");
Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");

View file

@ -32,6 +32,12 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
@ -61,7 +67,8 @@ int main(void)
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
Shader shader = LoadShader("resources/shaders/glsl330/fog.vs", "resources/shaders/glsl330/fog.fs");
Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

View file

@ -21,6 +21,12 @@
#include "raylib.h"
#include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
@ -50,7 +56,7 @@ int main(void)
Model model3 = LoadModelFromMesh(sphere);
// Load the shader
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs");
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
// Load and apply the diffuse texture (colour map)
Texture texDiffuse = LoadTexture("resources/plasma.png");
@ -66,7 +72,7 @@ int main(void)
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
// Frame is incremented each frame to animate the shader
int shaderFrame = GetShaderLocation(shader, "framesCounter");
int shaderFrame = GetShaderLocation(shader, "frame");
// Apply the shader to the two models
model1.materials[0].shader = shader;