diff options
Diffstat (limited to 'data/shaders')
-rw-r--r-- | data/shaders/phong-frag.glsl | 89 | ||||
-rw-r--r-- | data/shaders/phong-vert.glsl | 34 |
2 files changed, 123 insertions, 0 deletions
diff --git a/data/shaders/phong-frag.glsl b/data/shaders/phong-frag.glsl new file mode 100644 index 0000000..ad324b3 --- /dev/null +++ b/data/shaders/phong-frag.glsl @@ -0,0 +1,89 @@ +// -*- mode: c -*- + +struct Material { + vec3 ambient; + sampler2D ambientMap; + bool useAmbientMap; + vec3 diffuse; + sampler2D diffuseMap; + bool useDiffuseMap; + vec3 specular; + sampler2D specularMap; + bool useSpecularMap; + float shininess; + sampler2D bumpMap; + bool useBumpMap; +}; + +struct DirectionalLight { + vec3 direction; + vec3 ambient; + vec3 diffuse; + vec3 specular; +}; + +#ifdef GLSL120 +varying vec3 fragNorm; +varying vec2 fragTex; +#else +in vec3 fragNorm; +in vec2 fragTex; +#endif + +#ifdef GLSL330 +out vec4 fragColor; +#endif + +uniform Material material; +uniform DirectionalLight directionalLight; + +void main() { + vec3 baseAmbientColor; + vec3 baseDiffuseColor; + vec3 baseSpecularColor; + if(material.useAmbientMap) { +#ifdef GLSL330 + baseAmbientColor = texture(material.ambientMap, fragTex).xyz; +#else + baseAmbientColor = texture2D(material.ambientMap, fragTex).xyz; +#endif + } else { + baseAmbientColor = vec3(1.0, 1.0, 1.0); + } + if(material.useDiffuseMap) { + // discard transparent fragments. +#ifdef GLSL330 + vec4 color = texture(material.diffuseMap, fragTex); +#else + vec4 color = texture2D(material.diffuseMap, fragTex); +#endif + if(color.a == 0.0) { discard; } + baseDiffuseColor = color.xyz; + } else { + baseDiffuseColor = vec3(1.0, 1.0, 1.0); + } + if(material.useSpecularMap) { +#ifdef GLSL330 + baseSpecularColor = texture(material.specularMap, fragTex).xyz; +#else + baseSpecularColor = texture2D(material.specularMap, fragTex).xyz; +#endif + } else { + baseSpecularColor = vec3(1.0, 1.0, 1.0); + } + vec3 ambientColor = material.ambient * baseAmbientColor * baseDiffuseColor; + vec3 lightDir = normalize(-directionalLight.direction); + float diffuseFactor = max(dot(lightDir, fragNorm), 0.0); + vec3 diffuseColor = diffuseFactor * baseDiffuseColor * material.diffuse; + vec3 reflectDir = reflect(-lightDir, fragNorm); + float specularFactor = 0; + if(material.shininess > 0) { + specularFactor = pow(max(dot(lightDir, reflectDir), 0.0), material.shininess); + } + vec3 specularColor = specularFactor * baseSpecularColor * material.specular; +#ifdef GLSL330 + fragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0); +#else + gl_FragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0); +#endif +} diff --git a/data/shaders/phong-vert.glsl b/data/shaders/phong-vert.glsl new file mode 100644 index 0000000..51461fa --- /dev/null +++ b/data/shaders/phong-vert.glsl @@ -0,0 +1,34 @@ +// -*- mode: c -*- + +#ifdef GLSL330 +layout (location = 0) in vec3 position; +layout (location = 1) in vec2 texcoord; +layout (location = 2) in vec3 normal; +#elif defined(GLSL130) +in vec3 position; +in vec2 texcoord; +in vec3 normal; +#elif defined(GLSL120) +attribute vec3 position; +attribute vec2 texcoord; +attribute vec3 normal; +#endif + +#ifdef GLSL120 +varying vec3 fragNorm; +varying vec2 fragTex; +#else +out vec3 fragNorm; +out vec2 fragTex; +#endif + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +void main() { + gl_Position = projection * view * model * vec4(position, 1.0); + // TODO: Calculate normal matrix on CPU + fragNorm = normalize(model * vec4(normal, 1.0)).xyz; + fragTex = texcoord; +} |