Adapted Escape the Dawn engine.

This commit is contained in:
2014-04-04 23:14:18 +02:00
parent 6a64de37fb
commit a7985b1686
64 changed files with 3384 additions and 79 deletions
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#version 430
uniform vec4 Color;
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Input;
out vec4 FragmentColor;
void main() {
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
FragmentColor = Color;
}
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#version 430
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
const int maxNumberOfLights = 82;
uniform int numberOfLights;
uniform vec3 position[maxNumberOfLights];
uniform vec3 specular[maxNumberOfLights];
uniform vec3 diffuse[maxNumberOfLights];
uniform float constantAttenuation[maxNumberOfLights];
uniform float linearAttenuation[maxNumberOfLights];
uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Input;
vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
out vec4 fragmentColor;
void main() {
// Texture
vec4 texel = texture2D(texture0, Input.TextureCoord);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
//
// Phong shading
//
// Ambient light
vec3 La = scene_ambient; // Ambient light
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
vec3 Is;
vec3 Id;
// Shadows
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float visibility = 1.0;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
float bias = 0.0005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
visibility = 0.3;
}
}
vec3 totalLighting = La * Ka * visibility;
float attenuation;
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(position[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation[i]
+ linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0));
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
Is = attenuation * Ls * Ks * specularFactor;
totalLighting = totalLighting + Id + Is;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
//fragmentColor = texel;
}
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#version 430
uniform mat4 MVP;
out vec4 FragmentColor;
void main() {
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
}
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#version 430
uniform mat4 MVP;
layout(triangles) in;
layout(line_strip, max_vertices = 6) out;
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input[3];
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
for (int i = 0; i < gl_in.length(); i++)
{
gl_Position = MVP * vec4(Input[i].Position, 1.0);
EmitVertex();
gl_Position = MVP * vec4(Input[i].Position + Input[i].Normal, 1.0);
EmitVertex();
EndPrimitive();
Output.Position = Input[i].Position;
Output.Normal = Input[i].Normal;
Output.TextureCoord = Input[i].TextureCoord;
}
}
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#version 430
uniform mat4 MVP;
layout(location = 0) out float FragmentDepth;
void main() {
FragmentDepth = gl_FragCoord.z;
}
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#version 430
uniform mat4 MVP;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
}
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#version 430
uniform samplerCube CubemapTexture;
in VertexData {
vec3 TextureCoord;
} Input;
out vec4 FragColor;
void main()
{
FragColor = texture(CubemapTexture, Input.TextureCoord);
//FragColor = vec4(1.0, 1.0, 1.0, 0.0);
}
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#version 430
uniform mat4 MVP;
layout(location = 0) in vec3 Position;
out VertexData {
vec3 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.TextureCoord = Position;
}
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#version 430
uniform mat4 MVP;
uniform mat4 DepthMVP;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
}
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#version 430
layout(binding = 0) uniform sampler2D DepthTexture;
in VertexData {
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
void main() {
float z = texture(DepthTexture, Input.TextureCoord).x;
vec4 color = vec4(z, z, z, 0);
FragmentColor = color;
}
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#version 430
layout(location = 0) in vec3 Position;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = TextureCoord;
}