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-rw-r--r--gfx/gl/shaders/basicShader.fs23
-rw-r--r--gfx/gl/shaders/basicShader.vs18
-rw-r--r--gfx/gl/shaders/landmassShader.fs46
-rw-r--r--gfx/gl/shaders/landmassShader.vs16
-rw-r--r--gfx/gl/shaders/lightingShader.fs62
-rw-r--r--gfx/gl/shaders/lightingShader.vs13
-rw-r--r--gfx/gl/shaders/waterShader.fs21
-rw-r--r--gfx/gl/shaders/waterShader.vs23
8 files changed, 163 insertions, 59 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs
index 0bd42b4..9c4945b 100644
--- a/gfx/gl/shaders/basicShader.fs
+++ b/gfx/gl/shaders/basicShader.fs
@@ -1,15 +1,20 @@
#version 330 core
-in vec2 texCoord0;
-in vec3 normal0;
+in vec3 FragPos;
+in vec2 TexCoords;
+in vec3 Normal;
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
+out vec4 gPosition;
+out vec4 gNormal;
+out vec4 gAlbedoSpec;
-void main()
+uniform sampler2D texture0;
+
+void
+main()
{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
+ float clear = round(texture(texture0, TexCoords).a);
+ gPosition = vec4(FragPos, clear);
+ gNormal = vec4(Normal, clear);
+ gAlbedoSpec = texture(texture0, TexCoords);
}
diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs
index 8f2ab3e..bc7ea5d 100644
--- a/gfx/gl/shaders/basicShader.vs
+++ b/gfx/gl/shaders/basicShader.vs
@@ -4,15 +4,21 @@ in vec3 position;
in vec2 texCoord;
in vec3 normal;
-out vec2 texCoord0;
-out vec3 normal0;
+out vec3 FragPos;
+out vec2 TexCoords;
+out vec3 Normal;
uniform mat4 viewProjection;
uniform mat4 model;
-void main()
+void
+main()
{
- gl_Position = viewProjection * model * vec4(position, 1.0);
- texCoord0 = texCoord;
- normal0 = (model * vec4(normal, 0.0)).xyz;
+ vec4 worldPos = model * vec4(position, 1.0);
+
+ FragPos = worldPos.xyz;
+ TexCoords = texCoord;
+ Normal = (model * vec4(normal, 0.0)).xyz;
+
+ gl_Position = viewProjection * worldPos;
}
diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs
index aa368dc..7c08e8e 100644
--- a/gfx/gl/shaders/landmassShader.fs
+++ b/gfx/gl/shaders/landmassShader.fs
@@ -1,13 +1,14 @@
#version 330 core
-in vec2 texCoord0;
-in vec3 normal0;
-in float height;
+in vec3 FragPos;
+in vec2 TexCoords;
+in vec3 Normal;
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
+layout(location = 0) out vec4 gPosition;
+layout(location = 1) out vec4 gNormal;
+layout(location = 2) out vec4 gAlbedoSpec;
+
+uniform sampler2D texture0;
const vec3 grass = vec3(.1, .4, .05);
const vec3 slope = vec3(.6, .6, .4);
@@ -32,36 +33,39 @@ mixBetween(vec3 colA, vec3 colB, float blend, float low, float high)
void
main()
{
- vec4 tex = texture(sampler, texCoord0);
- gl_FragColor = tex;
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
+ vec3 color = texture(texture0, TexCoords).rgb;
+ float height = FragPos.z;
if (height < beachline) { // Sandy beach
- gl_FragColor.rgb *= sand;
+ color *= sand;
}
- else if (normal0.z < slope_max) { // Dark rocky face
- gl_FragColor.rgb *= rock;
+ else if (Normal.z < slope_max) { // Dark rocky face
+ color *= rock;
}
else { // Colour by lesser slope
- if (normal0.z < slope_mid) {
- gl_FragColor.rgb *= mixBetween(rock, slope, normal0.z, slope_max, slope_mid);
+ if (Normal.z < slope_mid) {
+ color *= mixBetween(rock, slope, Normal.z, slope_max, slope_mid);
}
- else if (normal0.z < slope_min) {
- gl_FragColor.rgb *= mixBetween(slope, grass, normal0.z, slope_mid, slope_min);
+ else if (Normal.z < slope_min) {
+ color *= mixBetween(slope, grass, Normal.z, slope_mid, slope_min);
}
else {
- gl_FragColor.rgb *= grass;
+ color *= grass;
}
// Add a snow covering
if (height > snowline_low) {
- vec3 tsnow = tex.rgb * snow;
+ vec3 tsnow = color * snow;
if (height > snowline_high) {
- gl_FragColor.rgb = tsnow;
+ color = tsnow;
}
else {
- gl_FragColor.rgb = mixBetween(gl_FragColor.rgb, tsnow, height, snowline_low, snowline_high);
+ color = mixBetween(color, tsnow, height, snowline_low, snowline_high);
}
}
}
+
+ gPosition = vec4(FragPos, 1);
+ gNormal = vec4(Normal, 1);
+ gAlbedoSpec = vec4(color, 1);
}
diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs
index bc9a947..6bf39b0 100644
--- a/gfx/gl/shaders/landmassShader.vs
+++ b/gfx/gl/shaders/landmassShader.vs
@@ -4,16 +4,18 @@ in vec3 position;
in vec2 texCoord;
in vec3 normal;
-out vec2 texCoord0;
-out vec3 normal0;
-out float height;
+out vec3 FragPos;
+out vec2 TexCoords;
+out vec3 Normal;
uniform mat4 viewProjection;
-void main()
+void
+main()
{
+ FragPos = position;
+ TexCoords = texCoord;
+ Normal = normal;
+
gl_Position = viewProjection * vec4(position, 1.0);
- texCoord0 = texCoord;
- normal0 = normal;
- height = position.z;
}
diff --git a/gfx/gl/shaders/lightingShader.fs b/gfx/gl/shaders/lightingShader.fs
new file mode 100644
index 0000000..b0ca20a
--- /dev/null
+++ b/gfx/gl/shaders/lightingShader.fs
@@ -0,0 +1,62 @@
+#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
+
+out vec3 FragColor;
+
+in vec2 TexCoords;
+
+layout(binding = 0) uniform sampler2D gPosition;
+layout(binding = 1) uniform sampler2D gNormal;
+layout(binding = 2) uniform sampler2D gAlbedoSpec;
+
+// struct Light {
+// vec3 Position;
+// vec3 Color;
+
+// float Linear;
+// float Quadratic;
+// float Radius;
+//};
+// const int NR_LIGHTS_MAX = 12;
+// uniform Light lights[NR_LIGHTS_MAX];
+// uniform vec3 viewPos;
+
+uniform vec3 lightDirection = normalize(vec3(1, 0, -1));
+uniform vec3 lightColor = vec3(0.6, 0.6, 0.6);
+uniform vec3 ambientColor = vec3(0.5, 0.5, 0.5);
+
+void
+main()
+{
+ // retrieve data from gbuffer
+ // const vec3 FragPos = texture(gPosition, TexCoords).rgb;
+ const vec3 Normal = texture(gNormal, TexCoords).rgb;
+ const vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
+ // float Specular = texture(gAlbedoSpec, TexCoords).a;
+
+ // then calculate lighting as usual
+ // vec3 lighting = Diffuse;
+ const vec3 lighting = ambientColor + clamp((dot(-lightDirection, Normal) * lightColor), 0, 0.5);
+ // vec3 viewDir = normalize(viewPos - FragPos);
+ // for (int i = 0; i < NR_LIGHTS_MAX; ++i) {
+ // calculate distance between light source and current fragment
+ // float distance = length(lights[i].Position - FragPos);
+ // if (distance < lights[i].Radius) {
+ // diffuse
+ // vec3 lightDir = normalize(lights[i].Position - FragPos);
+ // vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color;
+ // specular
+ // vec3 halfwayDir = normalize(lightDir + viewDir);
+ // float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
+ // vec3 specular = lights[i].Color * spec * Specular;
+ // attenuation
+ // float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance);
+ // diffuse *= attenuation;
+ // specular *= attenuation;
+ // lighting += diffuse + specular;
+ //}
+ //}
+ // FragColor = vec4(lighting, 1.0);
+
+ FragColor = vec3(Diffuse * lighting);
+}
diff --git a/gfx/gl/shaders/lightingShader.vs b/gfx/gl/shaders/lightingShader.vs
new file mode 100644
index 0000000..933a46a
--- /dev/null
+++ b/gfx/gl/shaders/lightingShader.vs
@@ -0,0 +1,13 @@
+#version 330 core
+
+in vec3 aPos;
+in vec2 aTexCoords;
+
+out vec2 TexCoords;
+
+void
+main()
+{
+ TexCoords = aTexCoords;
+ gl_Position = vec4(aPos, 1.0);
+}
diff --git a/gfx/gl/shaders/waterShader.fs b/gfx/gl/shaders/waterShader.fs
index abfa532..d242566 100644
--- a/gfx/gl/shaders/waterShader.fs
+++ b/gfx/gl/shaders/waterShader.fs
@@ -1,13 +1,22 @@
#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
-in vec2 texCoord0;
-in float depth;
+in vec3 FragPos;
+in vec2 TexCoords;
+in vec3 Normal;
-uniform sampler2D sampler;
+out vec4 gPosition;
+out vec4 gNormal;
+out vec4 gAlbedoSpec;
+
+uniform sampler2D texture0;
uniform vec3 waves;
-void main()
+void
+main()
{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.a *= clamp(-depth * .7, .1, 1.0);
+ gPosition = vec4(FragPos, 1);
+ gNormal = vec4(Normal, 1);
+ gAlbedoSpec = texture(texture0, TexCoords);
+ gAlbedoSpec.a *= clamp(-FragPos.z * .7, .1, 1.0);
}
diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs
index bc4b7fc..fe9206f 100644
--- a/gfx/gl/shaders/waterShader.vs
+++ b/gfx/gl/shaders/waterShader.vs
@@ -4,19 +4,22 @@ in vec3 position;
in vec2 texCoord;
in vec3 normal;
-out vec2 texCoord0;
-out float depth;
+out vec3 FragPos;
+out vec2 TexCoords;
+out vec3 Normal;
uniform mat4 viewProjection;
uniform vec3 waves;
-void main()
+void
+main()
{
- vec3 wpos = vec3(
- position.x + cos(waves.x),
- position.y + cos(waves.x * waves.y / 2),
- cos(waves.x + position.x + (position.y / 8)) * .3);
- gl_Position = viewProjection * vec4(wpos, 1.0);
- texCoord0 = texCoord;
- depth = position.z;
+ vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
+ cos(waves.x + position.x + (position.y / 8)) * .3, 1.0);
+
+ FragPos = vec3(wpos.xy, position.z);
+ TexCoords = texCoord;
+ Normal = normal;
+
+ gl_Position = viewProjection * wpos;
}