Initial import of KREngine

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extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%404
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kearwood
2011-10-25 05:03:10 +00:00
parent 5937288f78
commit cece608881
86 changed files with 12190 additions and 0 deletions

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//
// Shader.fsh
// gldemo
//
// Based on http://www.fabiensanglard.net/bumpMapping/index.php
/*
// -- Per vertex lighting
uniform sampler2D diffuseTexture, specularTexture, normalTexture;
varying mediump vec2 texCoord;
varying mediump vec3 diffuse;
varying mediump vec3 specular;
void main (void)
{
mediump vec3 texColour = vec3(texture2D(diffuseTexture, texCoord));
mediump vec3 specColor = vec3(texture2D(specularTexture, texCoord));
mediump vec3 normalVal = vec3(texture2D(normalTexture, texCoord));
//mediump vec3 colour = (texColour * diffuse) + specular;
mediump vec3 colour = (texColour * diffuse) + (specColor * specular);
gl_FragColor = vec4(colour, 1.0);
}
*/
/*
// -- Per Pixel lighting, test 1 --
uniform sampler2D diffuseTexture, specularTexture, normalTexture;
uniform mediump vec3 material_ambient, material_diffuse, material_specular;
varying mediump vec2 texCoord;
varying mediump vec3 normal;
varying mediump vec3 ePos;
const mediump float shininess = 4.0;
const mediump vec3 LightPos = vec3(20.0, 00.0, 10.0);
const mediump vec3 LightCol = vec3(2.0,2.0,2.0);
//directional light function //
// spFlg flag using specular or not.
// nrml nrml vector in the eye coordinate.
// ePos vertex position in the eye coordinate.
void DirectionalLight(inout mediump vec3 diffuse, inout mediump vec3 specular, in mediump int spFlg, in mediump vec3 nrml, in mediump vec3 ePos){
// calculate the light direction vector.
mediump vec3 lightDir = normalize(LightPos);
// calculate the half vector between eye position and light position.
mediump vec3 halfV = normalize(-ePos + LightPos);
// calculate diffuse light intensity.
mediump float dVP = max(dot(nrml,lightDir), 0.0);
// calculate approximated specular light base intensity.
mediump float dHV = max(dot(nrml,halfV),0.0);
// if the diffuse is not zero and spFlg is On,
// calculate specular light intensity with shininess,
// or turn off the specular light.
mediump float pf;
if (dVP>.0 && spFlg==1) pf = pow(dHV, shininess);
else pf = 0.0;
diffuse += dVP*LightCol;
specular += pf*LightCol;
}
void main (void)
{
mediump vec3 texColour = vec3(texture2D(diffuseTexture, texCoord));
mediump vec3 specColor = vec3(texture2D(specularTexture, texCoord));
mediump vec3 normalVal = vec3(texture2D(normalTexture, texCoord));
// initalize light intensity parameter.
mediump vec3 diffuse = vec3(0.75);
mediump vec3 specular = vec3(0.0);
DirectionalLight(diffuse, specular, 1, normalize(normal + normalVal), ePos);
specular *= material_specular;
diffuse = diffuse * material_diffuse + material_ambient;
//mediump vec3 colour = (texColour * diffuse) + specular;
mediump vec3 colour = (texColour * diffuse) + (specColor * specular);
gl_FragColor = vec4(colour, 1.0);
}
*/
/*
// -- Per Pixel lighting, test 2 --
uniform sampler2D diffuseTexture, specularTexture, normalTexture;
varying mediump vec2 texCoord;
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
//varying mediump vec3 eyeVec;
uniform mediump vec3 material_ambient, material_diffuse, material_specular;
void main()
{
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,texCoord).rgb - 1.0);
mediump float lamberFactor= max (dot (lightVec, normal), 0.0);
gl_FragColor = vec4(0.0);
if (lamberFactor > 0.0)
{
// compute diffuse lighting
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, texCoord);
mediump vec4 diffuseLight = vec4(material_diffuse, 1.0) + 1.0; // 1.0 added so there will not be complete darkness
// compute specular lighting
mediump vec4 specularLight = texture2D(specularTexture, texCoord); // Specular value comes from a texture
mediump float shininess = pow (max (dot (halfVec, normal), 0.0), 2.0);
gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
gl_FragColor += vec4(material_specular, 1.0) * specularLight * shininess;
}
// compute ambient
gl_FragColor += vec4(material_ambient, 1.0);;
}
*/
// -- Per Pixel lighting, test 3 --
uniform sampler2D diffuseTexture, specularTexture, normalTexture;
varying mediump vec2 texCoord;
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
uniform lowp vec3 material_ambient, material_diffuse, material_specular;
void main()
{
// compute diffuse lighting
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, texCoord);
/*
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,texCoord).rgb - 1.0);
mediump float lamberFactor= max (dot (lightVec, normal), 0.0);
// Add ambient light and alpha component from diffuse texture map
gl_FragColor = vec4(material_ambient, diffuseMaterial.w);
// compute specular lighting
mediump vec3 specularLight = vec3(texture2D(specularTexture, texCoord)); // Specular value comes from a texture
mediump float shininess = pow (max (dot (halfVec, normal), 0.0), 2.0);
// Add diffuse light
gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
// Add specular light
gl_FragColor += vec4(material_specular * specularLight * shininess, 0.0);
*/
//gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor = diffuseMaterial;
}