Reorganize examples folder
54966
examples/shaders/resources/model/dwarf.obj
Normal file
BIN
examples/shaders/resources/model/dwarf_diffuse.png
Normal file
After Width: | Height: | Size: 1.2 MiB |
BIN
examples/shaders/resources/model/dwarf_normal.png
Normal file
After Width: | Height: | Size: 3.9 MiB |
BIN
examples/shaders/resources/model/dwarf_specular.png
Normal file
After Width: | Height: | Size: 2.8 MiB |
456
examples/shaders/resources/model/lowpoly-tower.obj
Normal file
|
@ -0,0 +1,456 @@
|
|||
# Blender v2.78 (sub 0) OBJ File: 'lowpoly-tower.blend'
|
||||
# www.blender.org
|
||||
o Grid
|
||||
v -4.000000 0.000000 4.000000
|
||||
v -2.327363 0.000000 4.654725
|
||||
v 0.000000 0.000000 4.654725
|
||||
v 2.327363 0.000000 4.654725
|
||||
v 4.000000 0.000000 4.000000
|
||||
v -4.654725 0.955085 2.327363
|
||||
v -2.000000 0.815050 2.000000
|
||||
v 0.000000 0.476341 2.423448
|
||||
v 2.000000 0.476341 2.000000
|
||||
v 4.654725 0.000000 2.327363
|
||||
v -4.654725 1.649076 0.000000
|
||||
v -2.423448 1.092402 0.000000
|
||||
v 2.423448 0.198579 0.000000
|
||||
v 4.654725 0.000000 0.000000
|
||||
v -4.654725 1.649076 -2.327363
|
||||
v -2.000000 1.092402 -2.000000
|
||||
v 0.000000 0.476341 -2.423448
|
||||
v 2.000000 -0.012791 -2.000000
|
||||
v 4.654725 0.000000 -2.612731
|
||||
v -4.000000 0.955085 -4.000000
|
||||
v -2.327363 0.955085 -4.654725
|
||||
v 0.000000 0.955085 -4.654725
|
||||
v 2.327363 0.000000 -4.654725
|
||||
v 4.000000 0.000000 -4.000000
|
||||
v 2.423448 0.682825 0.000000
|
||||
v 2.000000 0.565423 -2.000000
|
||||
v -4.654725 -0.020560 2.327363
|
||||
v -4.654725 0.000000 0.000000
|
||||
v -4.654725 0.000000 -2.327363
|
||||
v -4.000000 0.000000 -4.000000
|
||||
v -2.327363 0.000000 -4.654725
|
||||
v 0.000000 -0.020560 -4.654725
|
||||
v 0.000000 0.709880 -1.230535
|
||||
v -0.000000 7.395413 0.000000
|
||||
v 0.962071 0.709880 -0.767226
|
||||
v -0.533909 0.709880 1.108674
|
||||
v -1.199683 0.709880 0.273820
|
||||
v -0.962071 0.709880 -0.767226
|
||||
v 1.506076 0.859071 1.325337
|
||||
v 1.199683 0.709880 0.273820
|
||||
v 0.533909 0.709880 1.108674
|
||||
v 0.000000 1.875340 -1.177842
|
||||
v -0.000000 2.293973 -0.649884
|
||||
v -0.000000 4.365648 -0.627970
|
||||
v 0.000000 6.167194 -0.942957
|
||||
v 0.000000 6.232434 -1.708677
|
||||
v 1.335898 6.232434 -1.065343
|
||||
v 0.737233 6.167195 -0.587924
|
||||
v 0.490966 4.365648 -0.391533
|
||||
v 0.508100 2.293973 -0.405196
|
||||
v 0.920874 1.875340 -0.734372
|
||||
v -0.741367 6.232434 1.539465
|
||||
v -0.409133 6.167195 0.849574
|
||||
v -0.272466 4.365648 0.565781
|
||||
v -0.281974 2.293973 0.585526
|
||||
v -0.511047 1.875340 1.061199
|
||||
v -1.665837 6.232434 0.380217
|
||||
v -0.919314 6.167195 0.209828
|
||||
v -0.612225 4.365648 0.139736
|
||||
v -0.633590 2.293973 0.144613
|
||||
v -1.148311 1.875340 0.262095
|
||||
v -1.335898 6.232434 -1.065343
|
||||
v -0.737233 6.167195 -0.587924
|
||||
v -0.490967 4.365648 -0.391533
|
||||
v -0.508100 2.293973 -0.405196
|
||||
v -0.920874 1.875340 -0.734372
|
||||
v 1.665837 6.232434 0.380216
|
||||
v 0.919315 6.167195 0.209828
|
||||
v 0.612225 4.365648 0.139736
|
||||
v 0.633590 2.293973 0.144613
|
||||
v 1.148311 1.875340 0.262095
|
||||
v 0.741367 6.232434 1.539465
|
||||
v 0.409133 6.167195 0.849575
|
||||
v 0.272466 4.365648 0.565781
|
||||
v 0.281974 2.293973 0.585526
|
||||
v 0.511046 1.875340 1.061199
|
||||
v 0.000000 5.012550 -0.969733
|
||||
v 0.758168 5.012550 -0.604618
|
||||
v -0.420751 5.012550 0.873699
|
||||
v -0.945419 5.012550 0.215786
|
||||
v -0.758168 5.012550 -0.604618
|
||||
v 0.945419 5.012550 0.215786
|
||||
v 0.420751 5.012550 0.873699
|
||||
vt 0.0523 0.5444
|
||||
vt 0.1817 0.4284
|
||||
vt 0.1641 0.5859
|
||||
vt 0.0177 0.4451
|
||||
vt 0.1526 0.3090
|
||||
vt 0.0189 0.1737
|
||||
vt 0.0188 0.3088
|
||||
vt 0.0561 0.0762
|
||||
vt 0.1757 0.1924
|
||||
vt 0.3024 0.4534
|
||||
vt 0.3071 0.5902
|
||||
vt 0.3413 0.2459
|
||||
vt 0.2906 0.1614
|
||||
vt 0.4116 0.1801
|
||||
vt 0.2834 0.3774
|
||||
vt 0.1526 0.0362
|
||||
vt 0.2917 0.1622
|
||||
vt 0.4446 0.5865
|
||||
vt 0.4443 0.2989
|
||||
vt 0.3711 0.3021
|
||||
vt 0.4396 0.0275
|
||||
vt 0.4094 0.1829
|
||||
vt 0.4219 0.4255
|
||||
vt 0.5474 0.5381
|
||||
vt 0.5811 0.4376
|
||||
vt 0.5715 0.1505
|
||||
vt 0.5811 0.2997
|
||||
vt 0.5272 0.0533
|
||||
vt 0.2208 0.2194
|
||||
vt 0.3456 0.3610
|
||||
vt 0.2878 0.0321
|
||||
vt 0.2321 0.3392
|
||||
vt 0.4432 0.0177
|
||||
vt 0.7347 0.7934
|
||||
vt 0.7382 0.7595
|
||||
vt 0.8982 0.7768
|
||||
vt 0.6169 0.7595
|
||||
vt 0.6139 0.7879
|
||||
vt 0.4951 0.7634
|
||||
vt 0.1551 0.6832
|
||||
vt 0.2925 0.6268
|
||||
vt 0.2925 0.6832
|
||||
vt 0.7795 0.6832
|
||||
vt 0.6421 0.6268
|
||||
vt 0.7795 0.6255
|
||||
vt 0.5046 0.7241
|
||||
vt 0.6421 0.7241
|
||||
vt 0.3986 0.6268
|
||||
vt 0.3986 0.6832
|
||||
vt 0.5046 0.6268
|
||||
vt 0.0177 0.6268
|
||||
vt 0.1551 0.6255
|
||||
vt 0.8856 0.6268
|
||||
vt 0.1899 0.9579
|
||||
vt 0.1194 0.8696
|
||||
vt 0.2324 0.8696
|
||||
vt 0.1899 0.7813
|
||||
vt 0.0943 0.7595
|
||||
vt 0.0177 0.8206
|
||||
vt 0.0177 0.9186
|
||||
vt 0.0943 0.9797
|
||||
vt 0.2793 0.2349
|
||||
vt 0.2304 0.2758
|
||||
vt 0.6597 0.0177
|
||||
vt 0.6954 0.0993
|
||||
vt 0.6367 0.0768
|
||||
vt 0.7558 0.0777
|
||||
vt 0.7238 0.0440
|
||||
vt 0.8840 0.1330
|
||||
vt 0.7385 0.1141
|
||||
vt 0.9157 0.0886
|
||||
vt 0.9781 0.1232
|
||||
vt 0.9224 0.1276
|
||||
vt 0.2677 0.8141
|
||||
vt 0.3463 0.8037
|
||||
vt 0.3086 0.8339
|
||||
vt 0.6387 0.3550
|
||||
vt 0.7130 0.3801
|
||||
vt 0.6596 0.4053
|
||||
vt 0.7245 0.3245
|
||||
vt 0.6919 0.3383
|
||||
vt 0.8655 0.3566
|
||||
vt 0.7351 0.3577
|
||||
vt 0.9770 0.3365
|
||||
vt 0.9078 0.3751
|
||||
vt 0.9174 0.3282
|
||||
vt 0.2677 0.9018
|
||||
vt 0.3086 0.8821
|
||||
vt 0.6803 0.2948
|
||||
vt 0.6251 0.3035
|
||||
vt 0.7194 0.2854
|
||||
vt 0.8764 0.2832
|
||||
vt 0.9221 0.2861
|
||||
vt 0.3363 0.9565
|
||||
vt 0.3464 0.9122
|
||||
vt 0.6751 0.2482
|
||||
vt 0.6178 0.2499
|
||||
vt 0.7179 0.2431
|
||||
vt 0.9823 0.2484
|
||||
vt 0.9247 0.2452
|
||||
vt 0.3935 0.9014
|
||||
vt 0.6755 0.1996
|
||||
vt 0.6164 0.1941
|
||||
vt 0.7201 0.1992
|
||||
vt 0.8793 0.2446
|
||||
vt 0.9823 0.2060
|
||||
vt 0.9257 0.2051
|
||||
vt 0.4598 0.8580
|
||||
vt 0.4144 0.8579
|
||||
vt 0.6819 0.1498
|
||||
vt 0.6222 0.1361
|
||||
vt 0.7266 0.1555
|
||||
vt 0.8831 0.1684
|
||||
vt 0.9252 0.1659
|
||||
vt 0.4218 0.7790
|
||||
vt 0.3934 0.8145
|
||||
vt 0.3363 0.7595
|
||||
vt 0.8815 0.2060
|
||||
vt 0.8720 0.3208
|
||||
vt 0.8825 0.1012
|
||||
vt 0.9735 0.0816
|
||||
vt 0.9718 0.3817
|
||||
vt 0.9807 0.2918
|
||||
vt 0.4218 0.9370
|
||||
vt 0.9810 0.1644
|
||||
vn 0.1035 0.8806 0.4623
|
||||
vn 0.0964 0.9481 0.3030
|
||||
vn 0.0000 0.9780 0.2088
|
||||
vn 0.0659 0.9835 0.1683
|
||||
vn 0.2325 0.9320 0.2779
|
||||
vn 0.0553 0.9960 -0.0702
|
||||
vn 0.2827 0.9564 0.0728
|
||||
vn 0.1873 0.9776 -0.0961
|
||||
vn 0.2421 0.9703 0.0000
|
||||
vn 0.0921 0.9772 -0.1913
|
||||
vn -0.0277 0.9947 -0.0993
|
||||
vn 0.2308 0.9274 -0.2944
|
||||
vn 0.2771 0.9572 -0.0837
|
||||
vn 0.3724 0.9074 0.1947
|
||||
vn 0.0777 0.9770 -0.1985
|
||||
vn -0.1094 0.9539 0.2794
|
||||
vn 0.0364 0.9844 0.1721
|
||||
vn 0.1683 0.9835 0.0659
|
||||
vn 0.0674 0.9901 0.1230
|
||||
vn 0.4338 0.8823 0.1829
|
||||
vn 0.2845 0.9565 0.0649
|
||||
vn 0.0886 0.9961 0.0000
|
||||
vn 0.2000 0.9789 0.0424
|
||||
vn 0.1417 0.9830 0.1171
|
||||
vn 0.3021 0.9524 0.0412
|
||||
vn -0.0193 0.9986 -0.0493
|
||||
vn 0.0000 0.9777 0.2098
|
||||
vn 0.0005 0.9781 -0.2083
|
||||
vn 0.1879 0.9782 -0.0887
|
||||
vn 0.2249 0.0000 0.9744
|
||||
vn 0.9783 0.0000 -0.2071
|
||||
vn 0.9783 0.0000 0.2071
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
vn -1.0000 0.0000 0.0000
|
||||
vn -0.3645 0.0000 -0.9312
|
||||
vn -0.9312 0.0000 -0.3645
|
||||
vn -0.9312 0.0000 0.3645
|
||||
vn 0.2615 0.7979 -0.5431
|
||||
vn 0.5877 0.7979 -0.1341
|
||||
vn 0.4713 0.7979 0.3758
|
||||
vn -0.0000 0.7979 0.6028
|
||||
vn -0.4713 0.7979 0.3758
|
||||
vn -0.5877 0.7979 -0.1341
|
||||
vn -0.2615 0.7979 -0.5431
|
||||
vn -0.1285 0.9864 -0.1025
|
||||
vn 0.0929 0.8937 0.4389
|
||||
vn -0.4335 0.0407 -0.9002
|
||||
vn -0.2867 0.7507 -0.5952
|
||||
vn -0.4339 0.0095 -0.9009
|
||||
vn -0.4338 0.0209 -0.9008
|
||||
vn -0.0408 -0.9956 -0.0848
|
||||
vn -0.9741 0.0407 -0.2223
|
||||
vn -0.6441 0.7507 -0.1470
|
||||
vn -0.9749 0.0095 -0.2225
|
||||
vn -0.9747 0.0209 -0.2225
|
||||
vn -0.0918 -0.9956 -0.0209
|
||||
vn -0.7812 0.0407 0.6230
|
||||
vn -0.5165 0.7507 0.4119
|
||||
vn -0.7818 0.0095 0.6235
|
||||
vn -0.7817 0.0209 0.6234
|
||||
vn -0.0736 -0.9956 0.0587
|
||||
vn -0.0000 0.0407 0.9992
|
||||
vn 0.0000 0.7507 0.6607
|
||||
vn 0.0000 0.0095 1.0000
|
||||
vn -0.0000 0.0209 0.9998
|
||||
vn -0.0000 -0.9956 0.0941
|
||||
vn 0.7812 0.0407 0.6230
|
||||
vn 0.5165 0.7507 0.4119
|
||||
vn 0.7818 0.0095 0.6235
|
||||
vn 0.7817 0.0209 0.6234
|
||||
vn 0.0736 -0.9956 0.0587
|
||||
vn 0.9741 0.0407 -0.2223
|
||||
vn 0.6441 0.7507 -0.1470
|
||||
vn 0.9749 0.0095 -0.2225
|
||||
vn 0.9747 0.0209 -0.2225
|
||||
vn 0.0918 -0.9956 -0.0209
|
||||
vn 0.4335 0.0407 -0.9002
|
||||
vn 0.2867 0.7507 -0.5952
|
||||
vn 0.4339 0.0095 -0.9009
|
||||
vn 0.4338 0.0209 -0.9008
|
||||
vn 0.0408 -0.9956 -0.0848
|
||||
vn 0.3918 -0.4298 -0.8135
|
||||
vn 0.8803 -0.4298 -0.2009
|
||||
vn 0.7059 -0.4298 0.5630
|
||||
vn -0.0000 -0.4298 0.9029
|
||||
vn -0.7059 -0.4298 0.5630
|
||||
vn -0.8803 -0.4298 -0.2009
|
||||
vn -0.3918 -0.4298 -0.8135
|
||||
vn 0.0210 0.9998 -0.0048
|
||||
vn 0.0482 0.9981 -0.0385
|
||||
vn -0.0166 0.9914 -0.1301
|
||||
vn -0.0090 0.9904 -0.1379
|
||||
vn 0.2820 0.9576 0.0597
|
||||
vn -0.0000 0.9846 0.1749
|
||||
vn -0.0921 0.9772 -0.1913
|
||||
vn -0.1734 0.9794 0.1036
|
||||
s off
|
||||
f 1/1/1 7/2/1 6/3/1
|
||||
f 2/4/2 8/5/2 7/2/2
|
||||
f 4/6/3 8/5/3 3/7/3
|
||||
f 5/8/4 9/9/4 4/6/4
|
||||
f 6/3/5 12/10/5 11/11/5
|
||||
f 35/12/6 25/13/6 26/14/6
|
||||
f 7/2/7 37/15/7 12/10/7
|
||||
f 10/16/8 13/17/8 9/9/8
|
||||
f 12/10/9 15/18/9 11/11/9
|
||||
f 35/12/10 17/19/10 33/20/10
|
||||
f 13/17/11 19/21/11 18/22/11
|
||||
f 16/23/12 20/24/12 15/18/12
|
||||
f 17/19/13 21/25/13 16/23/13
|
||||
f 17/19/14 23/26/14 22/27/14
|
||||
f 26/14/15 24/28/15 23/26/15
|
||||
f 1/1/16 2/4/16 7/2/16
|
||||
f 2/4/3 3/7/3 8/5/3
|
||||
f 4/6/17 9/9/17 8/5/17
|
||||
f 5/8/18 10/16/18 9/9/18
|
||||
f 6/3/19 7/2/19 12/10/19
|
||||
f 25/13/20 39/29/20 9/9/20
|
||||
f 38/30/21 12/10/21 37/15/21
|
||||
f 10/16/22 14/31/22 13/17/22
|
||||
f 12/10/23 16/23/23 15/18/23
|
||||
f 8/5/24 36/32/24 7/2/24
|
||||
f 38/30/25 17/19/25 16/23/25
|
||||
f 13/17/22 14/31/22 19/21/22
|
||||
f 16/23/26 21/25/26 20/24/26
|
||||
f 17/19/27 22/27/27 21/25/27
|
||||
f 17/19/28 26/14/28 23/26/28
|
||||
f 26/14/29 19/33/29 24/28/29
|
||||
f 26/34/30 18/35/30 19/36/30
|
||||
f 26/34/31 13/37/31 18/35/31
|
||||
f 25/38/32 9/39/32 13/37/32
|
||||
f 22/40/33 31/41/33 21/42/33
|
||||
f 6/43/34 28/44/34 27/45/34
|
||||
f 15/46/34 28/44/34 11/47/34
|
||||
f 21/42/35 30/48/35 20/49/35
|
||||
f 20/49/36 29/50/36 15/46/36
|
||||
f 22/40/33 23/51/33 32/52/33
|
||||
f 6/43/37 27/45/37 1/53/37
|
||||
f 46/54/38 34/55/38 47/56/38
|
||||
f 47/56/39 34/55/39 67/57/39
|
||||
f 67/57/40 34/55/40 72/58/40
|
||||
f 72/58/41 34/55/41 52/59/41
|
||||
f 52/59/42 34/55/42 57/60/42
|
||||
f 57/60/43 34/55/43 62/61/43
|
||||
f 62/61/44 34/55/44 46/54/44
|
||||
f 40/62/45 41/63/45 39/29/45
|
||||
f 39/29/46 8/5/46 9/9/46
|
||||
f 38/64/47 42/65/47 33/66/47
|
||||
f 65/67/48 42/65/48 66/68/48
|
||||
f 65/67/49 44/69/49 43/70/49
|
||||
f 81/71/50 45/72/50 77/73/50
|
||||
f 62/74/51 45/75/51 63/76/51
|
||||
f 37/77/52 66/78/52 38/79/52
|
||||
f 60/80/53 66/78/53 61/81/53
|
||||
f 60/80/54 64/82/54 65/83/54
|
||||
f 58/84/55 81/85/55 80/86/55
|
||||
f 57/87/56 63/76/56 58/88/56
|
||||
f 56/89/57 37/77/57 36/90/57
|
||||
f 55/91/58 61/81/58 56/89/58
|
||||
f 54/92/59 60/80/59 55/91/59
|
||||
f 79/93/60 58/84/60 80/86/60
|
||||
f 52/94/61 58/88/61 53/95/61
|
||||
f 76/96/62 36/90/62 41/97/62
|
||||
f 75/98/63 56/89/63 76/96/63
|
||||
f 75/98/64 54/92/64 55/91/64
|
||||
f 73/99/65 79/93/65 83/100/65
|
||||
f 73/101/66 52/94/66 53/95/66
|
||||
f 71/102/67 41/97/67 40/103/67
|
||||
f 70/104/68 76/96/68 71/102/68
|
||||
f 70/104/69 74/105/69 75/98/69
|
||||
f 68/106/70 83/100/70 82/107/70
|
||||
f 67/108/71 73/101/71 68/109/71
|
||||
f 51/110/72 40/103/72 35/111/72
|
||||
f 50/112/73 71/102/73 51/110/73
|
||||
f 49/113/74 70/104/74 50/112/74
|
||||
f 78/114/75 68/106/75 82/107/75
|
||||
f 47/115/76 68/109/76 48/116/76
|
||||
f 42/65/77 35/111/77 33/66/77
|
||||
f 43/70/78 51/110/78 42/65/78
|
||||
f 44/69/79 50/112/79 43/70/79
|
||||
f 45/72/80 78/114/80 77/73/80
|
||||
f 46/117/81 48/116/81 45/75/81
|
||||
f 44/69/82 78/114/82 49/113/82
|
||||
f 49/113/83 82/107/83 69/118/83
|
||||
f 82/107/84 74/105/84 69/118/84
|
||||
f 83/100/85 54/92/85 74/105/85
|
||||
f 79/93/86 59/119/86 54/92/86
|
||||
f 80/86/87 64/82/87 59/119/87
|
||||
f 64/120/88 77/73/88 44/69/88
|
||||
f 35/12/89 40/62/89 25/13/89
|
||||
f 7/2/90 36/32/90 37/15/90
|
||||
f 35/12/91 26/14/91 17/19/91
|
||||
f 25/13/92 40/62/92 39/29/92
|
||||
f 38/30/93 16/23/93 12/10/93
|
||||
f 8/5/94 41/63/94 36/32/94
|
||||
f 38/30/95 33/20/95 17/19/95
|
||||
f 26/34/31 25/38/31 13/37/31
|
||||
f 22/40/33 32/52/33 31/41/33
|
||||
f 6/43/34 11/47/34 28/44/34
|
||||
f 15/46/34 29/50/34 28/44/34
|
||||
f 21/42/35 31/41/35 30/48/35
|
||||
f 20/49/36 30/48/36 29/50/36
|
||||
f 39/29/96 41/63/96 8/5/96
|
||||
f 38/64/47 66/68/47 42/65/47
|
||||
f 65/67/48 43/70/48 42/65/48
|
||||
f 65/67/49 64/120/49 44/69/49
|
||||
f 81/71/50 63/121/50 45/72/50
|
||||
f 62/74/51 46/117/51 45/75/51
|
||||
f 37/77/52 61/81/52 66/78/52
|
||||
f 60/80/53 65/83/53 66/78/53
|
||||
f 60/80/54 59/119/54 64/82/54
|
||||
f 58/84/55 63/122/55 81/85/55
|
||||
f 57/87/56 62/74/56 63/76/56
|
||||
f 56/89/57 61/81/57 37/77/57
|
||||
f 55/91/58 60/80/58 61/81/58
|
||||
f 54/92/59 59/119/59 60/80/59
|
||||
f 79/93/60 53/123/60 58/84/60
|
||||
f 52/94/61 57/87/61 58/88/61
|
||||
f 76/96/62 56/89/62 36/90/62
|
||||
f 75/98/63 55/91/63 56/89/63
|
||||
f 75/98/64 74/105/64 54/92/64
|
||||
f 73/99/65 53/123/65 79/93/65
|
||||
f 73/101/66 72/124/66 52/94/66
|
||||
f 71/102/67 76/96/67 41/97/67
|
||||
f 70/104/68 75/98/68 76/96/68
|
||||
f 70/104/69 69/118/69 74/105/69
|
||||
f 68/106/70 73/99/70 83/100/70
|
||||
f 67/108/71 72/124/71 73/101/71
|
||||
f 51/110/72 71/102/72 40/103/72
|
||||
f 50/112/73 70/104/73 71/102/73
|
||||
f 49/113/74 69/118/74 70/104/74
|
||||
f 78/114/75 48/125/75 68/106/75
|
||||
f 47/115/76 67/108/76 68/109/76
|
||||
f 42/65/77 51/110/77 35/111/77
|
||||
f 43/70/78 50/112/78 51/110/78
|
||||
f 44/69/79 49/113/79 50/112/79
|
||||
f 45/72/80 48/125/80 78/114/80
|
||||
f 46/117/81 47/115/81 48/116/81
|
||||
f 44/69/82 77/73/82 78/114/82
|
||||
f 49/113/83 78/114/83 82/107/83
|
||||
f 82/107/84 83/100/84 74/105/84
|
||||
f 83/100/85 79/93/85 54/92/85
|
||||
f 79/93/86 80/86/86 59/119/86
|
||||
f 80/86/87 81/85/87 64/82/87
|
||||
f 64/120/88 81/71/88 77/73/88
|
BIN
examples/shaders/resources/model/lowpoly-tower.png
Normal file
After Width: | Height: | Size: 24 KiB |
26
examples/shaders/resources/shaders/glsl100/base.vs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
39
examples/shaders/resources/shaders/glsl100/bloom.fs
Normal file
|
@ -0,0 +1,39 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture2D(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
54
examples/shaders/resources/shaders/glsl100/distortion.fs
Normal file
|
@ -0,0 +1,54 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// NOTE: Default parameters for Oculus Rift DK2 device
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture2D(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture2D(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture2D(texture0, tcRed).r;
|
||||
|
||||
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
25
examples/shaders/resources/shaders/glsl100/grayscale.fs
Normal file
|
@ -0,0 +1,25 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
152
examples/shaders/resources/shaders/glsl100/standard.fs
Normal file
|
@ -0,0 +1,152 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
uniform vec4 colAmbient;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 colSpecular;
|
||||
uniform float glossiness;
|
||||
|
||||
uniform int useNormal;
|
||||
uniform int useSpecular;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform vec3 viewDir;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec4 diffuse;
|
||||
float intensity;
|
||||
float radius;
|
||||
float coneAngle;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
|
||||
vec3 surfaceToLight = l.position - surfacePos;
|
||||
|
||||
// Diffuse shading
|
||||
float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
|
||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(-l.direction + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
// Combine results
|
||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 lightToSurface = normalize(surfacePos - l.position);
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Spot attenuation
|
||||
float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
|
||||
attenuation = dot(lightToSurface, -lightDir);
|
||||
|
||||
float lightToSurfaceAngle = degrees(acos(attenuation));
|
||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
|
||||
|
||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
|
||||
|
||||
// Combine diffuse and attenuation
|
||||
float diffAttenuation = diff*attenuation;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diffAttenuation > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment normal in screen space
|
||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
|
||||
mat3 normalMatrix = mat3(modelMatrix);
|
||||
vec3 normal = normalize(normalMatrix*fragNormal);
|
||||
|
||||
// Normalize normal and view direction vectors
|
||||
vec3 n = normalize(normal);
|
||||
vec3 v = normalize(viewDir);
|
||||
|
||||
// Calculate diffuse texture color fetching
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
vec3 lighting = colAmbient.rgb;
|
||||
|
||||
// Calculate normal texture color fetching or set to maximum normal value by default
|
||||
if (useNormal == 1)
|
||||
{
|
||||
n *= texture2D(texture1, fragTexCoord).rgb;
|
||||
n = normalize(n);
|
||||
}
|
||||
|
||||
// Calculate specular texture color fetching or set to maximum specular value by default
|
||||
float spec = 1.0;
|
||||
if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
|
||||
|
||||
for (int i = 0; i < maxLights; i++)
|
||||
{
|
||||
// Check if light is enabled
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate lighting based on light type
|
||||
if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
|
||||
else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
|
||||
else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
|
||||
|
||||
// NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
|
||||
}
|
23
examples/shaders/resources/shaders/glsl100/standard.vs
Normal file
|
@ -0,0 +1,23 @@
|
|||
#version 100
|
||||
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
45
examples/shaders/resources/shaders/glsl100/swirl.fs
Normal file
|
@ -0,0 +1,45 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
float theta = percent*percent*angle*8.0;
|
||||
float s = sin(theta);
|
||||
float c = cos(theta);
|
||||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
tc += center;
|
||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, 1.0);;
|
||||
}
|
26
examples/shaders/resources/shaders/glsl330/base.vs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
40
examples/shaders/resources/shaders/glsl330/bloom.fs
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
27
examples/shaders/resources/shaders/glsl330/depth.fs
Normal file
|
@ -0,0 +1,27 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0; // Depth texture
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
float zNear = 0.01; // camera z near
|
||||
float zFar = 10.0; // camera z far
|
||||
float z = texture(texture0, fragTexCoord).x;
|
||||
|
||||
// Linearize depth value
|
||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(depth, depth, depth, 1.0f);
|
||||
}
|
56
examples/shaders/resources/shaders/glsl330/distortion.fs
Normal file
|
@ -0,0 +1,56 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Default parameters for Oculus Rift DK2 device
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture(texture0, tcRed).r;
|
||||
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
|
26
examples/shaders/resources/shaders/glsl330/grayscale.fs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
150
examples/shaders/resources/shaders/glsl330/standard.fs
Normal file
|
@ -0,0 +1,150 @@
|
|||
#version 330
|
||||
|
||||
in vec3 fragPosition;
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragNormal;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
uniform vec4 colAmbient;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 colSpecular;
|
||||
uniform float glossiness;
|
||||
|
||||
uniform int useNormal;
|
||||
uniform int useSpecular;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform vec3 viewDir;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec4 diffuse;
|
||||
float intensity;
|
||||
float radius;
|
||||
float coneAngle;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 surfaceToLight = l.position - surfacePos;
|
||||
|
||||
// Diffuse shading
|
||||
float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
|
||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(-l.direction + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
// Combine results
|
||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 lightToSurface = normalize(surfacePos - l.position);
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Spot attenuation
|
||||
float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
|
||||
attenuation = dot(lightToSurface, -lightDir);
|
||||
|
||||
float lightToSurfaceAngle = degrees(acos(attenuation));
|
||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
|
||||
|
||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
|
||||
|
||||
// Combine diffuse and attenuation
|
||||
float diffAttenuation = diff*attenuation;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diffAttenuation > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment normal in screen space
|
||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
|
||||
mat3 normalMatrix = mat3(modelMatrix);
|
||||
vec3 normal = normalize(normalMatrix*fragNormal);
|
||||
|
||||
// Normalize normal and view direction vectors
|
||||
vec3 n = normalize(normal);
|
||||
vec3 v = normalize(viewDir);
|
||||
|
||||
// Calculate diffuse texture color fetching
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
vec3 lighting = colAmbient.rgb;
|
||||
|
||||
// Calculate normal texture color fetching or set to maximum normal value by default
|
||||
if (useNormal == 1)
|
||||
{
|
||||
n *= texture(texture1, fragTexCoord).rgb;
|
||||
n = normalize(n);
|
||||
}
|
||||
|
||||
// Calculate specular texture color fetching or set to maximum specular value by default
|
||||
float spec = 1.0;
|
||||
if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
|
||||
|
||||
for (int i = 0; i < maxLights; i++)
|
||||
{
|
||||
// Check if light is enabled
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate lighting based on light type
|
||||
if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
|
||||
else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
|
||||
else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
|
||||
}
|
23
examples/shaders/resources/shaders/glsl330/standard.vs
Normal file
|
@ -0,0 +1,23 @@
|
|||
#version 330
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec3 vertexNormal;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec4 vertexColor;
|
||||
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
46
examples/shaders/resources/shaders/glsl330/swirl.fs
Normal file
|
@ -0,0 +1,46 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200.0, 200.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
float theta = percent*percent*angle*8.0;
|
||||
float s = sin(theta);
|
||||
float c = cos(theta);
|
||||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
tc += center;
|
||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
||||
|
||||
finalColor = vec4(color.rgb, 1.0);;
|
||||
}
|
BIN
examples/shaders/resources/sonic.png
Normal file
After Width: | Height: | Size: 114 KiB |
121
examples/shaders/shaders_custom_uniform.c
Normal file
|
@ -0,0 +1,121 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
|
||||
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
|
||||
|
||||
// Get variable (uniform) location on the shader to connect with the program
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||
|
||||
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
|
||||
swirlCenter[0] = mousePosition.x;
|
||||
swirlCenter[1] = screenHeight - mousePosition.y;
|
||||
|
||||
// Send new value to the shader to be used on drawing
|
||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
|
||||
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
|
||||
|
||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(dwarf); // Unload model
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/shaders/shaders_custom_uniform.png
Normal file
After Width: | Height: | Size: 252 KiB |
93
examples/shaders/shaders_model_shader.c
Normal file
|
@ -0,0 +1,93 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a shader to a 3d model
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
|
||||
|
||||
dwarf.material.shader = shader; // Set shader effect to 3d model
|
||||
dwarf.material.texDiffuse = texture; // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
|
||||
DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(dwarf); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/shaders/shaders_model_shader.png
Normal file
After Width: | Height: | Size: 139 KiB |
107
examples/shaders/shaders_postprocessing.c
Normal file
|
@ -0,0 +1,107 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a postprocessing shader to a scene
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
|
||||
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/bloom.fs"); // Load postpro shader
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
|
||||
|
||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(dwarf); // Unload model
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/shaders/shaders_postprocessing.png
Normal file
After Width: | Height: | Size: 232 KiB |
112
examples/shaders/shaders_shapes_textures.c
Normal file
|
@ -0,0 +1,112 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a shader to some shape or texture
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
|
||||
|
||||
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
|
||||
|
||||
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs");
|
||||
|
||||
// Shader usage is also different than models/postprocessing, shader is just activated when required
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Start drawing with default shader
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
|
||||
|
||||
DrawCircle(80, 120, 35, DARKBLUE);
|
||||
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
|
||||
DrawCircleLines(80, 340, 80, DARKBLUE);
|
||||
|
||||
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
|
||||
|
||||
DrawRectangle(250 - 60, 90, 120, 60, RED);
|
||||
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
|
||||
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
|
||||
|
||||
DrawTriangle((Vector2){430, 80},
|
||||
(Vector2){430 - 60, 150},
|
||||
(Vector2){430 + 60, 150}, VIOLET);
|
||||
|
||||
DrawTriangleLines((Vector2){430, 160},
|
||||
(Vector2){430 - 20, 230},
|
||||
(Vector2){430 + 20, 230}, DARKBLUE);
|
||||
|
||||
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
|
||||
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(sonic); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/shaders/shaders_shapes_textures.png
Normal file
After Width: | Height: | Size: 108 KiB |
482
examples/shaders/shaders_standard_lighting.c
Normal file
|
@ -0,0 +1,482 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Standard lighting (materials and lights)
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016-2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
#include <string.h> // Required for: strcpy()
|
||||
#include <math.h> // Required for: vector math
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 8 // Max lights supported by standard shader
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Light type
|
||||
typedef struct LightData {
|
||||
unsigned int id; // Light unique id
|
||||
bool enabled; // Light enabled
|
||||
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||
|
||||
Vector3 position; // Light position
|
||||
Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
|
||||
|
||||
Color diffuse; // Light diffuse color
|
||||
float intensity; // Light intensity level
|
||||
|
||||
float coneAngle; // Light cone max angle: LIGHT_SPOT
|
||||
} LightData, *Light;
|
||||
|
||||
// Light types
|
||||
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static Light lights[MAX_LIGHTS]; // Lights pool
|
||||
static int lightsCount = 0; // Enabled lights counter
|
||||
static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
|
||||
// enabled, type, position, target, radius, diffuse, intensity, coneAngle
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
static void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
static void DrawLight(Light light); // Draw light in 3D world
|
||||
|
||||
static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
|
||||
static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
|
||||
|
||||
// Vector3 math functions
|
||||
static float VectorLength(const Vector3 v); // Calculate vector lenght
|
||||
static void VectorNormalize(Vector3 *v); // Normalize provided vector
|
||||
static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
|
||||
|
||||
|
||||
//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
|
||||
//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
|
||||
//http://cg.alexandra.dk/?p=3778 - AZDO
|
||||
//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
|
||||
Material material;// = LoadStandardMaterial();
|
||||
|
||||
material.shader = LoadShader("resources/shaders/glsl330/standard.vs", "resources/shaders/glsl330/standard.fs");
|
||||
|
||||
// Try to get lights location points (if available)
|
||||
GetShaderLightsLocations(material.shader);
|
||||
|
||||
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
|
||||
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
|
||||
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
|
||||
material.colDiffuse = WHITE;
|
||||
material.colAmbient = (Color){0, 0, 10, 255};
|
||||
material.colSpecular = WHITE;
|
||||
material.glossiness = 50.0f;
|
||||
|
||||
dwarf.material = material; // Apply material to model
|
||||
|
||||
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
|
||||
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
|
||||
spotLight->intensity = 2.0f;
|
||||
spotLight->diffuse = (Color){255, 100, 100, 255};
|
||||
spotLight->coneAngle = 60.0f;
|
||||
|
||||
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
|
||||
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
|
||||
dirLight->intensity = 2.0f;
|
||||
dirLight->diffuse = (Color){100, 255, 100, 255};
|
||||
|
||||
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
|
||||
pointLight->intensity = 2.0f;
|
||||
pointLight->diffuse = (Color){100, 100, 255, 255};
|
||||
pointLight->radius = 3.0f;
|
||||
|
||||
// Set shader lights values for enabled lights
|
||||
// NOTE: If values are not changed in real time, they can be set at initialization!!!
|
||||
SetShaderLightsValues(material.shader);
|
||||
|
||||
//SetShaderActive(0);
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawLight(spotLight); // Draw spot light
|
||||
DrawLight(dirLight); // Draw directional light
|
||||
DrawLight(pointLight); // Draw point light
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMaterial(material); // Unload material and assigned textures
|
||||
UnloadModel(dwarf); // Unload model
|
||||
|
||||
// Destroy all created lights
|
||||
DestroyLight(pointLight);
|
||||
DestroyLight(dirLight);
|
||||
DestroyLight(spotLight);
|
||||
|
||||
// Unload lights
|
||||
if (lightsCount > 0)
|
||||
{
|
||||
for (int i = 0; i < lightsCount; i++) free(lights[i]);
|
||||
lightsCount = 0;
|
||||
}
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------
|
||||
// Module Functions Definitions
|
||||
//--------------------------------------------------------------------------------------------
|
||||
|
||||
// Create a new light, initialize it and add to pool
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse)
|
||||
{
|
||||
Light light = NULL;
|
||||
|
||||
if (lightsCount < MAX_LIGHTS)
|
||||
{
|
||||
// Allocate dynamic memory
|
||||
light = (Light)malloc(sizeof(LightData));
|
||||
|
||||
// Initialize light values with generic values
|
||||
light->id = lightsCount;
|
||||
light->type = type;
|
||||
light->enabled = true;
|
||||
|
||||
light->position = position;
|
||||
light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
light->intensity = 1.0f;
|
||||
light->diffuse = diffuse;
|
||||
|
||||
// Add new light to the array
|
||||
lights[lightsCount] = light;
|
||||
|
||||
// Increase enabled lights count
|
||||
lightsCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE: Returning latest created light to avoid crashes
|
||||
light = lights[lightsCount];
|
||||
}
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
// Destroy a light and take it out of the list
|
||||
void DestroyLight(Light light)
|
||||
{
|
||||
if (light != NULL)
|
||||
{
|
||||
int lightId = light->id;
|
||||
|
||||
// Free dynamic memory allocation
|
||||
free(lights[lightId]);
|
||||
|
||||
// Remove *obj from the pointers array
|
||||
for (int i = lightId; i < lightsCount; i++)
|
||||
{
|
||||
// Resort all the following pointers of the array
|
||||
if ((i + 1) < lightsCount)
|
||||
{
|
||||
lights[i] = lights[i + 1];
|
||||
lights[i]->id = lights[i + 1]->id;
|
||||
}
|
||||
}
|
||||
|
||||
// Decrease enabled physic objects count
|
||||
lightsCount--;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw light in 3D world
|
||||
void DrawLight(Light light)
|
||||
{
|
||||
switch (light->type)
|
||||
{
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
|
||||
|
||||
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
} break;
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
|
||||
|
||||
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
|
||||
} break;
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
|
||||
|
||||
Vector3 dir = VectorSubtract(light->target, light->position);
|
||||
VectorNormalize(&dir);
|
||||
|
||||
DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
|
||||
|
||||
//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
|
||||
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
// Get shader locations for lights (up to MAX_LIGHTS)
|
||||
static void GetShaderLightsLocations(Shader shader)
|
||||
{
|
||||
char locName[32] = "lights[x].\0";
|
||||
char locNameUpdated[64];
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
locName[7] = '0' + i;
|
||||
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "enabled\0");
|
||||
lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "type\0");
|
||||
lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "position\0");
|
||||
lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "direction\0");
|
||||
lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "radius\0");
|
||||
lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "diffuse\0");
|
||||
lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "intensity\0");
|
||||
lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
|
||||
|
||||
locNameUpdated[0] = '\0';
|
||||
strcpy(locNameUpdated, locName);
|
||||
strcat(locNameUpdated, "coneAngle\0");
|
||||
lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
|
||||
}
|
||||
}
|
||||
|
||||
// Set shader uniform values for lights
|
||||
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
|
||||
// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
|
||||
//SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
|
||||
//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
|
||||
static void SetShaderLightsValues(Shader shader)
|
||||
{
|
||||
int tempInt[8] = { 0 };
|
||||
float tempFloat[8] = { 0.0f };
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (i < lightsCount)
|
||||
{
|
||||
tempInt[0] = lights[i]->enabled;
|
||||
SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
|
||||
|
||||
tempInt[0] = lights[i]->type;
|
||||
SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type);
|
||||
|
||||
tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
|
||||
tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
|
||||
tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
|
||||
tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
|
||||
SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4);
|
||||
//glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
||||
|
||||
tempFloat[0] = lights[i]->intensity;
|
||||
SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1);
|
||||
|
||||
switch (lights[i]->type)
|
||||
{
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
tempFloat[0] = lights[i]->position.x;
|
||||
tempFloat[1] = lights[i]->position.y;
|
||||
tempFloat[2] = lights[i]->position.z;
|
||||
SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
|
||||
|
||||
tempFloat[0] = lights[i]->radius;
|
||||
SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1);
|
||||
|
||||
//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
//glUniform1f(lightsLocs[i][4], lights[i]->radius);
|
||||
} break;
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
|
||||
VectorNormalize(&direction);
|
||||
|
||||
tempFloat[0] = direction.x;
|
||||
tempFloat[1] = direction.y;
|
||||
tempFloat[2] = direction.z;
|
||||
SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
|
||||
|
||||
//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
|
||||
} break;
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
tempFloat[0] = lights[i]->position.x;
|
||||
tempFloat[1] = lights[i]->position.y;
|
||||
tempFloat[2] = lights[i]->position.z;
|
||||
SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
|
||||
|
||||
//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
|
||||
Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
|
||||
VectorNormalize(&direction);
|
||||
|
||||
tempFloat[0] = direction.x;
|
||||
tempFloat[1] = direction.y;
|
||||
tempFloat[2] = direction.z;
|
||||
SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
|
||||
//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
|
||||
|
||||
tempFloat[0] = lights[i]->coneAngle;
|
||||
SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1);
|
||||
//glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
tempInt[0] = 0;
|
||||
SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate vector lenght
|
||||
float VectorLength(const Vector3 v)
|
||||
{
|
||||
float length;
|
||||
|
||||
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
|
||||
|
||||
return length;
|
||||
}
|
||||
|
||||
// Normalize provided vector
|
||||
void VectorNormalize(Vector3 *v)
|
||||
{
|
||||
float length, ilength;
|
||||
|
||||
length = VectorLength(*v);
|
||||
|
||||
if (length == 0.0f) length = 1.0f;
|
||||
|
||||
ilength = 1.0f/length;
|
||||
|
||||
v->x *= ilength;
|
||||
v->y *= ilength;
|
||||
v->z *= ilength;
|
||||
}
|
||||
|
||||
// Substract two vectors
|
||||
Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
Vector3 result;
|
||||
|
||||
result.x = v1.x - v2.x;
|
||||
result.y = v1.y - v2.y;
|
||||
result.z = v1.z - v2.z;
|
||||
|
||||
return result;
|
||||
}
|
BIN
examples/shaders/shaders_standard_lighting.png
Normal file
After Width: | Height: | Size: 246 KiB |