diff options
Diffstat (limited to 'advanced_lighting/1.blinn_phong/shaders')
4 files changed, 88 insertions, 0 deletions
diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs new file mode 100644 index 0000000..5c66b3e --- /dev/null +++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs @@ -0,0 +1,44 @@ +#version 330 core + +in VS_OUT { + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} fs_in; + +out vec4 frag_color; + +uniform sampler2D texture0; +uniform vec3 light_pos; +uniform vec3 view_pos; +uniform bool blinn; + +void +main(void) +{ + vec3 light_dir = normalize(light_pos-fs_in.frag_pos); + vec3 view_dir = normalize(view_pos-fs_in.frag_pos); + vec3 normal = normalize(fs_in.normal); + + vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb; + + float diff = max(dot(normal, light_dir), 0.0); + + float spec = 0.0; + if (blinn) + { + vec3 halfway_dir = normalize(light_dir+view_dir); + spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0); + } + else + { + vec3 reflect_dir = reflect(-light_dir, normal); + spec = pow(max(dot(view_dir, reflect_dir), 0.0), 8.0); + } + + vec3 ambient = 0.05*texture_color; + vec3 diffuse = diff*texture_color; + vec3 specular = vec3(0.3)*spec; + + frag_color = vec4(ambient+diffuse+specular, 1.0); +} diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs new file mode 100644 index 0000000..4d1b792 --- /dev/null +++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs @@ -0,0 +1,23 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; +layout(location = 2) in vec2 atex_coords; + +out VS_OUT { + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void +main(void) +{ + vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); + vs_out.normal = mat3(transpose(inverse(model)))*anormal; + vs_out.tex_coords = atex_coords; + gl_Position = projection*view*model*vec4(apos, 1.0); +} diff --git a/advanced_lighting/1.blinn_phong/shaders/light.fs b/advanced_lighting/1.blinn_phong/shaders/light.fs new file mode 100644 index 0000000..bd00d82 --- /dev/null +++ b/advanced_lighting/1.blinn_phong/shaders/light.fs @@ -0,0 +1,9 @@ +#version 330 core + +out vec4 frag_color; + +void +main(void) +{ + frag_color = vec4(1.0); +} diff --git a/advanced_lighting/1.blinn_phong/shaders/light.vs b/advanced_lighting/1.blinn_phong/shaders/light.vs new file mode 100644 index 0000000..ade669b --- /dev/null +++ b/advanced_lighting/1.blinn_phong/shaders/light.vs @@ -0,0 +1,12 @@ +#version 330 core +layout(location = 0) in vec3 apos; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void +main(void) +{ + gl_Position = projection*view*model*vec4(apos, 1.0); +} |