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REVIEWED: example:
shaders_deferred_render
-WIP-
Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.
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59 changes: 59 additions & 0 deletions
59
examples/shaders/resources/shaders/glsl100/deferred_shading.fs
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#version 100 | ||
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precision mediump float; | ||
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// Input vertex attributes (from vertex shader) | ||
varying vec2 fragTexCoord; | ||
varying vec4 fragColor; | ||
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// Input uniform values | ||
uniform sampler2D gPosition; | ||
uniform sampler2D gNormal; | ||
uniform sampler2D gAlbedoSpec; | ||
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struct Light { | ||
int enabled; | ||
int type; // Unused in this demo. | ||
vec3 position; | ||
vec3 target; // Unused in this demo. | ||
vec4 color; | ||
}; | ||
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const int NR_LIGHTS = 4; | ||
uniform Light lights[NR_LIGHTS]; | ||
uniform vec3 viewPosition; | ||
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const float QUADRATIC = 0.032; | ||
const float LINEAR = 0.09; | ||
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void main() | ||
{ | ||
vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb; | ||
vec3 normal = texture2D(gNormal, fragTexCoord).rgb; | ||
vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb; | ||
float specular = texture2D(gAlbedoSpec, fragTexCoord).a; | ||
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vec3 ambient = albedo*vec3(0.1); | ||
vec3 viewDirection = normalize(viewPosition - fragPosition); | ||
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for (int i = 0; i < NR_LIGHTS; ++i) | ||
{ | ||
if(lights[i].enabled == 0) continue; | ||
vec3 lightDirection = lights[i].position - fragPosition; | ||
vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz; | ||
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vec3 halfwayDirection = normalize(lightDirection + viewDirection); | ||
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); | ||
vec3 specular = specular*spec*lights[i].color.xyz; | ||
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// Attenuation | ||
float distance = length(lights[i].position - fragPosition); | ||
float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance); | ||
diffuse *= attenuation; | ||
specular *= attenuation; | ||
ambient += diffuse + specular; | ||
} | ||
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gl_FragColor = vec4(ambient, 1.0); | ||
} | ||
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examples/shaders/resources/shaders/glsl100/deferred_shading.vs
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#version 100 | ||
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// Input vertex attributes | ||
attribute vec3 vertexPosition; | ||
attribute vec2 vertexTexCoord; | ||
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// Output vertex attributes (to fragment shader) | ||
varying vec2 fragTexCoord; | ||
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void main() | ||
{ | ||
fragTexCoord = vertexTexCoord; | ||
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// Calculate final vertex position | ||
gl_Position = vec4(vertexPosition, 1.0); | ||
} |
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#version 100 | ||
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precision mediump float; | ||
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// Input vertex attributes (from vertex shader) | ||
varying vec3 fragPosition; | ||
varying vec2 fragTexCoord; | ||
varying vec3 fragNormal; | ||
varying vec4 fragColor; | ||
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// TODO: Is there some alternative for GLSL100 | ||
//layout (location = 0) out vec3 gPosition; | ||
//layout (location = 1) out vec3 gNormal; | ||
//layout (location = 2) out vec4 gAlbedoSpec; | ||
//uniform vec3 gPosition; | ||
//uniform vec3 gNormal; | ||
//uniform vec4 gAlbedoSpec; | ||
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// Input uniform values | ||
uniform sampler2D texture0; // Diffuse texture | ||
uniform sampler2D specularTexture; | ||
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void main() | ||
{ | ||
// Store the fragment position vector in the first gbuffer texture | ||
//gPosition = fragPosition; | ||
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// Store the per-fragment normals into the gbuffer | ||
//gNormal = normalize(fragNormal); | ||
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// Store the diffuse per-fragment color | ||
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb; | ||
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// Store specular intensity in gAlbedoSpec's alpha component | ||
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r; | ||
} |
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#version 100 | ||
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// Input vertex attributes | ||
attribute vec3 vertexPosition; | ||
attribute vec2 vertexTexCoord; | ||
attribute vec3 vertexNormal; | ||
attribute vec4 vertexColor; | ||
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// Input uniform values | ||
uniform mat4 matModel; | ||
uniform mat4 matView; | ||
uniform mat4 matProjection; | ||
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// Output vertex attributes (to fragment shader) | ||
varying vec3 fragPosition; | ||
varying vec2 fragTexCoord; | ||
varying vec3 fragNormal; | ||
varying vec4 fragColor; | ||
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// https://github.com/glslify/glsl-inverse | ||
mat3 inverse(mat3 m) | ||
{ | ||
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; | ||
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; | ||
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; | ||
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float b01 = a22*a11 - a12*a21; | ||
float b11 = -a22*a10 + a12*a20; | ||
float b21 = a21*a10 - a11*a20; | ||
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float det = a00*b01 + a01*b11 + a02*b21; | ||
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return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), | ||
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), | ||
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; | ||
} | ||
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// https://github.com/glslify/glsl-transpose | ||
mat3 transpose(mat3 m) | ||
{ | ||
return mat3(m[0][0], m[1][0], m[2][0], | ||
m[0][1], m[1][1], m[2][1], | ||
m[0][2], m[1][2], m[2][2]); | ||
} | ||
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void main() | ||
{ | ||
// Calculate vertex attributes for fragment shader | ||
vec4 worldPos = matModel*vec4(vertexPosition, 1.0); | ||
fragPosition = worldPos.xyz; | ||
fragTexCoord = vertexTexCoord; | ||
fragColor = vertexColor; | ||
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mat3 normalMatrix = transpose(inverse(mat3(matModel))); | ||
fragNormal = normalMatrix*vertexNormal; | ||
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// Calculate final vertex position | ||
gl_Position = matProjection*matView*worldPos; | ||
} |
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