REVIEWED: example: shaders_deferred_render
-WIP-
Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.
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6 changed files with 179 additions and 9 deletions
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D gPosition;
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uniform sampler2D gNormal;
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uniform sampler2D gAlbedoSpec;
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struct Light {
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int enabled;
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int type; // Unused in this demo.
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vec3 position;
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vec3 target; // Unused in this demo.
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vec4 color;
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};
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const int NR_LIGHTS = 4;
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uniform Light lights[NR_LIGHTS];
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uniform vec3 viewPosition;
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const float QUADRATIC = 0.032;
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const float LINEAR = 0.09;
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void main()
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{
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vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb;
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vec3 normal = texture2D(gNormal, fragTexCoord).rgb;
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vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb;
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float specular = texture2D(gAlbedoSpec, fragTexCoord).a;
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vec3 ambient = albedo*vec3(0.1);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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for (int i = 0; i < NR_LIGHTS; ++i)
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{
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if(lights[i].enabled == 0) continue;
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vec3 lightDirection = lights[i].position - fragPosition;
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vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;
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vec3 halfwayDirection = normalize(lightDirection + viewDirection);
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float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
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vec3 specular = specular*spec*lights[i].color.xyz;
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// Attenuation
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float distance = length(lights[i].position - fragPosition);
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float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance);
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diffuse *= attenuation;
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specular *= attenuation;
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ambient += diffuse + specular;
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}
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gl_FragColor = vec4(ambient, 1.0);
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}
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = vec4(vertexPosition, 1.0);
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}
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36
examples/shaders/resources/shaders/glsl100/gbuffer.fs
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examples/shaders/resources/shaders/glsl100/gbuffer.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying vec4 fragColor;
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// TODO: Is there some alternative for GLSL100
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//layout (location = 0) out vec3 gPosition;
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//layout (location = 1) out vec3 gNormal;
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//layout (location = 2) out vec4 gAlbedoSpec;
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//uniform vec3 gPosition;
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//uniform vec3 gNormal;
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//uniform vec4 gAlbedoSpec;
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// Input uniform values
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uniform sampler2D texture0; // Diffuse texture
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uniform sampler2D specularTexture;
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void main()
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{
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// Store the fragment position vector in the first gbuffer texture
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//gPosition = fragPosition;
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// Store the per-fragment normals into the gbuffer
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//gNormal = normalize(fragNormal);
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// Store the diffuse per-fragment color
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gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
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// Store specular intensity in gAlbedoSpec's alpha component
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gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
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}
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examples/shaders/resources/shaders/glsl100/gbuffer.vs
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examples/shaders/resources/shaders/glsl100/gbuffer.vs
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 matModel;
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uniform mat4 matView;
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uniform mat4 matProjection;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying vec4 fragColor;
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22*a11 - a12*a21;
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float b11 = -a22*a10 + a12*a20;
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float b21 = a21*a10 - a11*a20;
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float det = a00*b01 + a01*b11 + a02*b21;
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return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
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b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
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b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
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}
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// https://github.com/glslify/glsl-transpose
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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// Calculate vertex attributes for fragment shader
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vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
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fragPosition = worldPos.xyz;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalMatrix*vertexNormal;
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// Calculate final vertex position
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gl_Position = matProjection*matView*worldPos;
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}
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