diff options
author | talha <talha@talhaamir.xyz> | 2024-04-22 03:38:29 +0500 |
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committer | talha <talha@talhaamir.xyz> | 2024-04-22 03:38:29 +0500 |
commit | ca2835943ca4327ad08b54af480e0c6333df201f (patch) | |
tree | 1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/lessons/uniform buffer objects/shaders | |
parent | 9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (diff) |
Completed main levels to progress to text-rendering and 2d development.
- Only lessons left are geometry shaders and anti-aliasing
- will get to those later on soon
- need to do text rendering now
Diffstat (limited to 'source/lessons/uniform buffer objects/shaders')
11 files changed, 235 insertions, 0 deletions
diff --git a/source/lessons/uniform buffer objects/shaders/blend_test.fs.glsl b/source/lessons/uniform buffer objects/shaders/blend_test.fs.glsl new file mode 100644 index 0000000..23daa14 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/blend_test.fs.glsl @@ -0,0 +1,14 @@ +#version 330 core + + +in vec2 TexCoords; +in vec3 VertexWorldPos; +uniform sampler2D TexId; +uniform vec4 hlt_color; +out vec4 FragColor; + +void main() { + vec4 tex = texture(TexId, TexCoords); + + FragColor = tex; +} diff --git a/source/lessons/uniform buffer objects/shaders/cubemap.fs.glsl b/source/lessons/uniform buffer objects/shaders/cubemap.fs.glsl new file mode 100644 index 0000000..72dfe4c --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/cubemap.fs.glsl @@ -0,0 +1,9 @@ +#version 330 core + +in vec3 TexCoords; +uniform samplerCube skybox; +out vec4 FragColor; + +void main() { + FragColor = texture(skybox, TexCoords); +}; diff --git a/source/lessons/uniform buffer objects/shaders/cubemap.vs.glsl b/source/lessons/uniform buffer objects/shaders/cubemap.vs.glsl new file mode 100644 index 0000000..956673a --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/cubemap.vs.glsl @@ -0,0 +1,14 @@ +#version 330 core +layout(location=0) in vec3 aPos; + +uniform mat4 Model; +uniform mat4 View; +uniform mat4 Projection; + +out vec3 TexCoords; + +void main() { + vec4 pos = Projection*View*vec4(aPos, 1.0); + gl_Position = vec4(pos.xyww); + TexCoords = aPos; +}; diff --git a/source/lessons/uniform buffer objects/shaders/depth_test.fs.glsl b/source/lessons/uniform buffer objects/shaders/depth_test.fs.glsl new file mode 100644 index 0000000..796d849 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/depth_test.fs.glsl @@ -0,0 +1,30 @@ +#version 330 core + + +in vec2 TexCoords; +in vec3 VertexWorldPos; +uniform sampler2D TexId; +out vec4 FragColor; + +uniform float near = 0.1f; +uniform float far = 100.0f; + +/* @note +float linear_fragment_depth = MakeDepthLinear(non_linear_fragment_depth); +float scaled_lfd = linear_fragment_depth/far; + +gives us the z value in eye space. +This is purely for learning purposes. +The equation used in MakeDepthLinear is derived from the PerspectiveProjectionMatrix. +Take a look at the equation for that in the codebase +or here: https://www.songho.ca/opengl/gl_projectionmatrix.html +*/ +float MakeDepthLinear(float depth) { + float ndc = 2.0f*depth - 1; + float linear_depth = (2.0 * far * near)/(far + near - ndc*(far - near)); + return linear_depth; +} + +void main() { + FragColor = texture(TexId, TexCoords); +} diff --git a/source/lessons/uniform buffer objects/shaders/depth_test.vs.glsl b/source/lessons/uniform buffer objects/shaders/depth_test.vs.glsl new file mode 100644 index 0000000..827da20 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/depth_test.vs.glsl @@ -0,0 +1,21 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec2 aTex; + +uniform mat4 Model; +layout (std140) uniform Matrices { + mat4 View; // start: 0 // end: 16 * 4 = 64 + mat4 Projection; // start: 64 // end: 64 + 64 = 128 +}; + +out vec2 TexCoords; +out vec3 VertexWorldPos; + +// @note: I still do not fully understand how the FragNormal calculation works. Need to make sure I intuitively +// get that + +void main() { + gl_Position = Projection*View*Model*vec4(aPos, 1.0); + VertexWorldPos = vec3(Model * vec4(aPos, 1.0)); + TexCoords = aTex; +}; diff --git a/source/lessons/uniform buffer objects/shaders/fbo.fs.glsl b/source/lessons/uniform buffer objects/shaders/fbo.fs.glsl new file mode 100644 index 0000000..e12ad33 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/fbo.fs.glsl @@ -0,0 +1,72 @@ +#version 330 core + +in vec2 TexCoords; +uniform sampler2D TexId; +out vec4 FragColor; + +vec4 filter_color_invert(vec4 color) +{ + vec4 res = vec4(vec3(1.0) - vec3(color), 1.0); + return res; +} + +vec4 filter_color_grayscale(vec4 color) +{ + // we will need to average the colors + // float average = (color.x + color.y + color.z) / 3.0f; + // in reality, human our most sensitive towards green and least to blue, so will need to weight those + float average = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b; + vec4 res = vec4(vec3(average), 1.0); + + return res; +} + +// @note: different kernels for experimentation +const float kernel_sharpen[9] = float[]( + -1, -1, -1, + -1, 9, -1, + -1, -1, -1 +); + +const float kernel_blur[9] = float[]( + 1.0/16.0, 2.0/16.0, 1.0/16.0, + 2.0/16.0, 4.0/16.0, 2.0/16.0, + 1.0/16.0, 2.0/16.0, 1.0/16.0 +); + +const float kernel_edge_detection[9] = float[]( + 1, 1, 1, + 1, -8, 1, + 1, 1, 1 +); + +vec4 filter_kernal_effects() +{ + const float offset = 1.0/300.0; + vec2 offsets[9] = vec2[]( + vec2(-offset, offset), // top left + vec2( 0, offset), // top center + vec2( offset, offset), // top right + vec2(-offset, 0), // center left + vec2( 0, 0), // center center + vec2( offset, 0), // center right + vec2(-offset, -offset), // bot left + vec2( 0, -offset), // bot center + vec2( offset, -offset) // bot right + ); + + float kernal[9] = kernel_edge_detection; + vec3 kernalValue = vec3(0.0); + vec3 sampleTex[9]; + for (int i=0; i<9; i++) { + sampleTex[i] = vec3(texture(TexId, TexCoords + offsets[i])); + kernalValue += (kernal[i] * sampleTex[i]); + } + + vec4 res = vec4(kernalValue, 1.0); + return res; +} + +void main() { + FragColor = texture(TexId, TexCoords); +} diff --git a/source/lessons/uniform buffer objects/shaders/fbo.vs.glsl b/source/lessons/uniform buffer objects/shaders/fbo.vs.glsl new file mode 100644 index 0000000..82d7211 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/fbo.vs.glsl @@ -0,0 +1,10 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec2 aTex; + +out vec2 TexCoords; + +void main() { + gl_Position = vec4(aPos.x, aPos.y, 0.0f, 1.0f); + TexCoords = aTex; +}; diff --git a/source/lessons/uniform buffer objects/shaders/refl.fs.glsl b/source/lessons/uniform buffer objects/shaders/refl.fs.glsl new file mode 100644 index 0000000..6d28392 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/refl.fs.glsl @@ -0,0 +1,14 @@ +#version 330 core + +in vec3 Normal; +in vec3 Position; + +uniform samplerCube skybox; +uniform vec3 cameraPos; +out vec4 FragColor; + +void main() { + vec3 I = normalize(Position - cameraPos); + vec3 R = reflect(I, normalize(Normal)); + FragColor = vec4(texture(skybox, R).rgb, 1.0); +}; diff --git a/source/lessons/uniform buffer objects/shaders/refl.vs.glsl b/source/lessons/uniform buffer objects/shaders/refl.vs.glsl new file mode 100644 index 0000000..b8f2b97 --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/refl.vs.glsl @@ -0,0 +1,16 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec3 aNormal; + +uniform mat4 View; +uniform mat4 Model; +uniform mat4 Projection; + +out vec3 Normal; +out vec3 Position; + +void main() { + Normal = mat3(transpose(inverse(Model))) * aNormal; + Position = vec3(Model * vec4(aPos, 1.0)); + gl_Position = Projection * View * Model * vec4(aPos, 1.0); +}; diff --git a/source/lessons/uniform buffer objects/shaders/refr.fs.glsl b/source/lessons/uniform buffer objects/shaders/refr.fs.glsl new file mode 100644 index 0000000..6747ded --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/refr.fs.glsl @@ -0,0 +1,15 @@ +#version 330 core + +in vec3 Normal; +in vec3 Position; + +uniform samplerCube skybox; +uniform vec3 cameraPos; +out vec4 FragColor; + +void main() { + float refr_ratio = 1.0/1.52; + vec3 I = normalize(Position - cameraPos); + vec3 R = refract(I, normalize(Normal), refr_ratio); + FragColor = vec4(texture(skybox, R).rgb, 1.0); +}; diff --git a/source/lessons/uniform buffer objects/shaders/refr.vs.glsl b/source/lessons/uniform buffer objects/shaders/refr.vs.glsl new file mode 100644 index 0000000..0554f0a --- /dev/null +++ b/source/lessons/uniform buffer objects/shaders/refr.vs.glsl @@ -0,0 +1,20 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec3 aNormal; + +uniform mat4 View; +uniform mat4 Model; +uniform mat4 Projection; + +out vec3 Normal; +out vec3 Position; + +void main() { + // @note: This is the calculation for getting the normal vector + // one that is unaffected by non-uniform scaling that is. + // look at the lighting chapter in learnopengl.com to understand this more + Normal = mat3(transpose(inverse(Model))) * aNormal; + Position = vec3(Model * vec4(aPos, 1.0)); + gl_Position = Projection * View * Model * vec4(aPos, 1.0); +}; + |