Imported glslang library. Refactoring shader manager.
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standard_assets/shaders/light_directional_osx.fsh
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standard_assets/shaders/light_directional_osx.fsh
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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out vec4 colorOut;
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uniform sampler2D gbuffer_frame;
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uniform sampler2D gbuffer_depth;
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uniform mediump vec3 light_direction_view_space; // Must be normalized and converted to view space before entering shader
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uniform lowp vec3 light_color;
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uniform highp float light_intensity;
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uniform mediump vec4 viewport;
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void main()
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{
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lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
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lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
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mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
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mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
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mediump vec3 view_space_vertex_position = vec3(
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((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1.0,
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(2.0 * -texture(gbuffer_depth, gbuffer_uv).r - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near)
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);
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//mediump float lamberFactor = max(0.0,dot(light_direction_view_space, gbuffer_normal)) * 0.2;
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mediump float lamberFactor = dot(light_direction_view_space, gbuffer_normal) * 0.2;
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mediump float specularFactor = 0.0;
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mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position) + light_direction_view_space)); // Normalizing anyways, no need to divide by 2
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specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
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colorOut = vec4(light_color * lamberFactor, specularFactor) * light_intensity;
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}
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