add missing shaders

This commit is contained in:
Johnny Cena
2025-08-20 11:17:44 +02:00
parent 291042352b
commit cb05945e76
4 changed files with 177 additions and 0 deletions

View File

@@ -0,0 +1,65 @@
#ifdef GL_ES
precision mediump float;
#endif
// Input from vertex shader
varying vec3 fragPosition;
varying vec4 fragColor;
varying vec3 fragNormal;
// Uniforms
uniform vec4 colDiffuse;
uniform vec4 ambient;
uniform vec3 viewPos;
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
uniform Light lights[MAX_LIGHTS];
void main()
{
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT)
light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
if (NdotL > 0.0)
{
float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
specular += specCo;
}
}
}
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
gl_FragColor = finalColor;
}

View File

@@ -0,0 +1,28 @@
#ifdef GL_ES
precision mediump float;
#endif
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// attribute vec2 vertexTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output to fragment shader
varying vec3 fragPosition;
varying vec4 fragColor;
varying vec3 fragNormal;
void main()
{
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

View File

@@ -0,0 +1,61 @@
// Input from vertex shader
varying vec3 fragPosition;
varying vec4 fragColor;
varying vec3 fragNormal;
// Uniforms
uniform vec4 colDiffuse;
uniform vec4 ambient;
uniform vec3 viewPos;
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
uniform Light lights[MAX_LIGHTS];
void main()
{
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT)
light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
if (NdotL > 0.0)
{
float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
specular += specCo;
}
}
}
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
gl_FragColor = finalColor;
}

View File

@@ -0,0 +1,23 @@
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Uniforms
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output to fragment shader
varying vec3 fragPosition;
varying vec4 fragColor;
varying vec3 fragNormal;
void main()
{
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}