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	Added standard shader for testing
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								examples/resources/shaders/glsl100/standard.fs
									
									
									
									
									
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							| @@ -0,0 +1,161 @@ | |||||||
|  | #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(dot(n, h), 3.0 + glossiness)*s; | ||||||
|  |     } | ||||||
|  |      | ||||||
|  |     return (diff*l.diffuse.rgb + spec*colSpecular.rgb); | ||||||
|  | */ | ||||||
|  |     return vec3(0.5); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | 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(dot(n, h), 3.0 + glossiness)*s; | ||||||
|  |     } | ||||||
|  |      | ||||||
|  |     // Combine results | ||||||
|  |     return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); | ||||||
|  | */ | ||||||
|  |     return vec3(0.5); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | 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(dot(n, h), 3.0 + glossiness)*s; | ||||||
|  |     } | ||||||
|  |      | ||||||
|  |     return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); | ||||||
|  | */ | ||||||
|  |     return vec3(0.5); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | 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 *= normalize(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); | ||||||
|  | } | ||||||
							
								
								
									
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								examples/resources/shaders/glsl100/standard.vs
									
									
									
									
									
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								examples/resources/shaders/glsl100/standard.vs
									
									
									
									
									
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							| @@ -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); | ||||||
|  | } | ||||||
							
								
								
									
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								examples/resources/shaders/glsl330/standard.fs
									
									
									
									
									
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							| @@ -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(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(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(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 *= normalize(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); | ||||||
|  | } | ||||||
							
								
								
									
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								examples/resources/shaders/glsl330/standard.vs
									
									
									
									
									
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								examples/resources/shaders/glsl330/standard.vs
									
									
									
									
									
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							| @@ -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); | ||||||
|  | } | ||||||
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