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authortalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
committertalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
commitca2835943ca4327ad08b54af480e0c6333df201f (patch)
tree1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/shaders
parent9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (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/shaders')
-rw-r--r--source/shaders/blend_test.fs.glsl14
-rw-r--r--source/shaders/depth_test.vs.glsl6
-rw-r--r--source/shaders/instanced_model.vs.glsl29
-rw-r--r--source/shaders/instancing.fs.glsl9
-rw-r--r--source/shaders/instancing.vs.glsl16
-rw-r--r--source/shaders/model.fs.glsl150
-rw-r--r--source/shaders/model.vs.glsl28
7 files changed, 236 insertions, 16 deletions
diff --git a/source/shaders/blend_test.fs.glsl b/source/shaders/blend_test.fs.glsl
deleted file mode 100644
index 23daa14..0000000
--- a/source/shaders/blend_test.fs.glsl
+++ /dev/null
@@ -1,14 +0,0 @@
-#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/shaders/depth_test.vs.glsl b/source/shaders/depth_test.vs.glsl
index b3b81cc..827da20 100644
--- a/source/shaders/depth_test.vs.glsl
+++ b/source/shaders/depth_test.vs.glsl
@@ -3,8 +3,10 @@ layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aTex;
uniform mat4 Model;
-uniform mat4 View;
-uniform mat4 Projection;
+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;
diff --git a/source/shaders/instanced_model.vs.glsl b/source/shaders/instanced_model.vs.glsl
new file mode 100644
index 0000000..2456a3c
--- /dev/null
+++ b/source/shaders/instanced_model.vs.glsl
@@ -0,0 +1,29 @@
+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in vec3 aNormal;
+layout(location=2) in vec2 aTex;
+layout(location=3) in mat4 aTransform;
+
+// uniform mat4 Model;
+layout (std140) uniform Matrices {
+ mat4 View; // start: 0 // end: 16 * 4 = 64
+ mat4 Projection; // start: 64 // end: 64 + 64 = 128
+};
+
+uniform mat4 Model;
+
+out vec2 TexCoords;
+out vec3 VertexWorldPos;
+out vec3 FragNormal;
+
+// @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*aTransform*vec4(aPos, 1.0);
+
+ VertexWorldPos = vec3(aTransform * vec4(aPos, 1.0));
+ FragNormal = mat3(transpose(inverse(aTransform))) * aNormal;
+ FragNormal = normalize(FragNormal);
+ TexCoords = aTex;
+};
diff --git a/source/shaders/instancing.fs.glsl b/source/shaders/instancing.fs.glsl
new file mode 100644
index 0000000..1ec8011
--- /dev/null
+++ b/source/shaders/instancing.fs.glsl
@@ -0,0 +1,9 @@
+#version 330 core
+
+
+// uniform sampler2D TexId;
+out vec4 FragColor;
+
+void main() {
+ FragColor = vec4(gl_FragCoord.x/1024.0, gl_FragCoord.y/768.0, 0.0, 1.0f);
+}
diff --git a/source/shaders/instancing.vs.glsl b/source/shaders/instancing.vs.glsl
new file mode 100644
index 0000000..eff2fae
--- /dev/null
+++ b/source/shaders/instancing.vs.glsl
@@ -0,0 +1,16 @@
+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in mat4 aOffset;
+
+// uniform mat4 Model;
+layout (std140) uniform Matrices {
+ mat4 View; // start: 0 // end: 16 * 4 = 64
+ mat4 Projection; // start: 64 // end: 64 + 64 = 128
+};
+
+// @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*aOffset*vec4(aPos, 1.0);
+}
diff --git a/source/shaders/model.fs.glsl b/source/shaders/model.fs.glsl
new file mode 100644
index 0000000..dbe5cf4
--- /dev/null
+++ b/source/shaders/model.fs.glsl
@@ -0,0 +1,150 @@
+#version 330 core
+
+#define MAX_TEXTURES 32
+struct Material {
+ sampler2D diffuse[MAX_TEXTURES];
+ sampler2D specular[MAX_TEXTURES];
+ float shininess;
+};
+
+struct DirectionalLight {
+ vec3 direction;
+
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+
+struct PointLight {
+ vec3 position;
+
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+
+ // attentuation factors
+ float kC;
+ float kL;
+ float kQ;
+};
+
+struct SpotLight {
+ vec3 position;
+
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+
+ // attenuation factors
+ float kC;
+ float kL;
+ float kQ;
+
+ // vector for the direction directly in front of the spotlight
+ vec3 front;
+
+ // spot radius
+ float radius_inner;
+ float radius_outer; // to smooth out the light
+
+};
+
+// this is the result of a light creation. This contains the multipliers for each kind of a light we want
+// to have.
+struct LightFactor {
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+
+in vec2 TexCoords;
+in vec3 FragNormal;
+in vec3 VertexWorldPos;
+uniform Material material;
+uniform PointLight pointLight;
+uniform DirectionalLight dirLight;
+uniform vec3 cameraPosition;
+
+out vec4 FragColor;
+
+LightFactor make_directional_light(DirectionalLight light, vec3 CONST_viewDir) {
+ LightFactor res;
+
+ vec3 DL_lightDir = normalize(-light.direction);
+ res.ambient = light.ambient;
+
+ float DL_diffuseStrength = max(dot(DL_lightDir, FragNormal), 0.0);
+ res.diffuse = light.diffuse * DL_diffuseStrength;
+
+ vec3 DL_reflectDir = reflect(-DL_lightDir, FragNormal);
+ float DL_specularity = max(dot(CONST_viewDir, DL_reflectDir), 0.0);
+ float DL_shinePower = pow(DL_specularity, material.shininess);
+ res.specular = light.specular * DL_shinePower;
+
+ return res;
+};
+
+LightFactor make_point_light(PointLight light, vec3 CONST_viewDir) {
+ LightFactor res;
+
+ float PL_lightDistance = length(light.position - VertexWorldPos);
+ float PL_attenuationFactor = 1.0 /
+ (light.kC + (light.kL * PL_lightDistance) + (light.kQ * PL_lightDistance * PL_lightDistance));
+ res.ambient = PL_attenuationFactor * light.ambient;
+
+ vec3 PL_lightDir = normalize(light.position - VertexWorldPos);
+ float PL_diffuseStrength = max(dot(PL_lightDir, FragNormal), 0.0);
+ res.diffuse = PL_attenuationFactor * light.diffuse * PL_diffuseStrength;
+
+ vec3 PL_reflectDir = reflect(-PL_lightDir, FragNormal);
+ float PL_specularity = max(dot(CONST_viewDir, PL_reflectDir), 0.0);
+ float PL_shinePower = pow(PL_specularity, material.shininess);
+ res.specular = PL_attenuationFactor * PL_shinePower * light.specular;
+
+ return res;
+}
+
+LightFactor make_spot_light(SpotLight light, vec3 CONST_viewDir) {
+ LightFactor res;
+
+ float SL_lightDistance = length(light.position - VertexWorldPos);
+ float SL_attenuationFactor = 1.0 /
+ (light.kC + (light.kL * SL_lightDistance) + (light.kQ * SL_lightDistance * SL_lightDistance));
+ vec3 SL_lightDir = normalize(light.position - VertexWorldPos);
+
+ res.ambient = SL_attenuationFactor * light.ambient;
+
+ float SL_diffAmount = dot(SL_lightDir, normalize(-light.front));
+ float SL_spotLightFadeFactor = clamp((SL_diffAmount - light.radius_outer)/(light.radius_inner - light.radius_outer), 0.0f, 1.0f);
+ float SL_diffuseStrength = max(dot(SL_lightDir, FragNormal), 0.0);
+ res.diffuse = SL_spotLightFadeFactor * SL_attenuationFactor * light.diffuse * SL_diffuseStrength;
+
+ vec3 SL_reflectDir = reflect(-SL_lightDir, FragNormal);
+ float SL_specularity = max(dot(CONST_viewDir, SL_reflectDir), 0.0);
+ float SL_shinePower = pow(SL_specularity, material.shininess);
+ res.specular = SL_spotLightFadeFactor * SL_attenuationFactor * SL_shinePower * light.specular;
+
+ return res;
+}
+
+void main() {
+ //vec3 CONST_viewDir = normalize(cameraPosition - VertexWorldPos);
+ //vec3 combinedAmbience = vec3(0.0);
+ //vec3 combinedDiffuse = vec3(0.0);
+ //vec3 combinedSpecular = vec3(0.0);
+
+ //LightFactor DL_factors = make_directional_light(dirLight, CONST_viewDir);
+ //combinedAmbience += DL_factors.ambient;
+ //combinedDiffuse += DL_factors.diffuse;
+ //combinedSpecular += DL_factors.specular;
+
+ //LightFactor PL_factors = make_point_light(pointLight, CONST_viewDir);
+ //combinedAmbience += PL_factors.ambient;
+ //combinedDiffuse += PL_factors.diffuse;
+ //combinedSpecular += PL_factors.specular;
+
+ vec3 diffuseLight = vec3(texture(material.diffuse[0], TexCoords));
+
+ vec3 color = diffuseLight;
+ FragColor = vec4(color, 1.0);
+};
diff --git a/source/shaders/model.vs.glsl b/source/shaders/model.vs.glsl
new file mode 100644
index 0000000..e4896c9
--- /dev/null
+++ b/source/shaders/model.vs.glsl
@@ -0,0 +1,28 @@
+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in vec3 aNormal;
+layout(location=2) 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
+};
+
+uniform mat4 Model;
+
+out vec2 TexCoords;
+out vec3 VertexWorldPos;
+out vec3 FragNormal;
+
+// @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));
+ FragNormal = mat3(transpose(inverse(Model))) * aNormal;
+ FragNormal = normalize(FragNormal);
+ TexCoords = aTex;
+};