Riyyi
3 months ago
24 changed files with 579 additions and 109 deletions
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#version 450 core |
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layout(location = 0) out vec4 color; |
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in vec4 v_color; |
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in vec3 v_textureCoordinates; |
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in flat uint v_textureIndex; |
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uniform samplerCube u_textures[32]; |
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void main() |
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{ |
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color = v_color; |
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} |
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#version 450 core |
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layout(location = 0) in vec3 a_position; |
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layout(location = 1) in vec4 a_color; |
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layout(location = 2) in uint a_textureIndex; |
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out vec4 v_color; |
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out vec3 v_textureCoordinates; |
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out flat uint v_textureIndex; |
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layout(std140, binding = 0) uniform Camera |
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{ |
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mat4 u_projectionView; |
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vec3 u_position; |
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}; |
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void main() |
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{ |
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v_color = a_color; |
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v_textureCoordinates = a_position; |
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v_textureIndex = a_textureIndex; |
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// Vclip = Camera projection * Camera view * Model transform * Vlocal |
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gl_Position = u_projectionView * vec4(a_position, 1.0f); |
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} |
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#version 450 core |
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layout(location = 0) out vec4 color; |
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in vec4 v_color; |
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in vec2 v_textureCoordinates; |
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in flat uint v_textureIndex; |
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uniform sampler2D u_textures[32]; |
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// ----------------------------------------- |
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layout(std140, binding = 0) uniform Camera { |
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mat4 u_projectionView; |
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vec3 u_position; |
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}; |
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// ----------------------------------------- |
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struct DirectionalLight { |
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vec3 direction; |
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vec3 ambient; |
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vec3 diffuse; |
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vec3 specular; |
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}; |
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const int MAX_DIRECTIONAL_LIGHTS = 32; |
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layout(std140, binding = 1) uniform DirectionalLights { |
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DirectionalLight u_directionalLight[MAX_DIRECTIONAL_LIGHTS]; |
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}; |
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// ----------------------------------------- |
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void main() |
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{ |
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float isObject = texture(u_textures[v_textureIndex + 1], v_textureCoordinates).a; |
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if (isObject == 0.0f) { |
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color = vec4(0,0,0,0); |
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return; |
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} |
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vec3 albedo = texture(u_textures[v_textureIndex + 0], v_textureCoordinates).rgb; |
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float specular = texture(u_textures[v_textureIndex + 0], v_textureCoordinates).a; |
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vec3 position = texture(u_textures[v_textureIndex + 1], v_textureCoordinates).rgb; |
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vec3 normal = texture(u_textures[v_textureIndex + 2], v_textureCoordinates).rgb; |
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vec3 lighting = vec3(0.0f, 0.0f, 0.0f);//albedo * v_color.xyz; |
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vec3 viewDirection = normalize(u_position - position); |
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// Loop through all directional lights |
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; ++i) { |
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// Diffuse |
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vec3 lightDirection = normalize(-u_directionalLight[i].direction); |
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float diffuse = max(dot(normal, lightDirection), 0.0f); |
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// Specular |
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vec3 reflectionDirection = reflect(-lightDirection, normal); |
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float specular = pow(max(dot(viewDirection, reflectionDirection), 0.0f), 32); |
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lighting += |
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(albedo * u_directionalLight[i].ambient) + |
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(albedo * diffuse * u_directionalLight[i].diffuse) + |
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(specular * u_directionalLight[i].specular); |
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} |
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// Loop through all point lights |
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// TODO |
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// vec3 lightDirection = normalize(lightPosition - position); |
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// float diffuse = max(dot(normal, lightDirection), 0.0f); |
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// lighting += diffuse * albedo * u_lightColor; |
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// Loop through all spot lights |
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// TODO |
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color = vec4(lighting, 1.0f); |
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} |
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#version 450 core |
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layout(location = 0) in vec3 a_position; |
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layout(location = 1) in vec4 a_color; |
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layout(location = 2) in vec2 a_textureCoordinates; |
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layout(location = 3) in uint a_textureIndex; |
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out vec4 v_color; |
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out vec2 v_textureCoordinates; |
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out flat uint v_textureIndex; |
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layout(std140, binding = 0) uniform Camera |
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{ |
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mat4 u_projectionView; |
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vec3 u_position; |
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}; |
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void main() |
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{ |
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v_color = a_color; |
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v_textureCoordinates = a_textureCoordinates; |
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v_textureIndex = a_textureIndex; |
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// Vclip = Model transform * Vlocal |
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gl_Position = vec4(a_position, 1.0f); |
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} |
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