Additional resources from the Raylib repo.
This commit is contained in:
parent
6c94ffb0cc
commit
ce3a7da69b
150 changed files with 41499 additions and 0 deletions
56
Examples/resources/shaders/glsl330/deferred_shading.fs
Normal file
56
Examples/resources/shaders/glsl330/deferred_shading.fs
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
#version 330 core
|
||||
out vec4 finalColor;
|
||||
|
||||
in vec2 texCoord;
|
||||
in vec2 texCoord2;
|
||||
|
||||
uniform sampler2D gPosition;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D gAlbedoSpec;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type; // Unused in this demo
|
||||
vec3 position;
|
||||
vec3 target; // Unused in this demo
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
const int NR_LIGHTS = 4;
|
||||
uniform Light lights[NR_LIGHTS];
|
||||
uniform vec3 viewPosition;
|
||||
|
||||
const float QUADRATIC = 0.032;
|
||||
const float LINEAR = 0.09;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 fragPosition = texture(gPosition, texCoord).rgb;
|
||||
vec3 normal = texture(gNormal, texCoord).rgb;
|
||||
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
|
||||
float specular = texture(gAlbedoSpec, texCoord).a;
|
||||
|
||||
vec3 ambient = albedo*vec3(0.1f);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
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;
|
||||
|
||||
vec3 halfwayDirection = normalize(lightDirection + viewDirection);
|
||||
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
|
||||
vec3 specular = specular*spec*lights[i].color.xyz;
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
finalColor = vec4(ambient, 1.0);
|
||||
}
|
||||
|
||||
Loading…
Reference in a new issue