diff options
Diffstat (limited to 'advanced_lighting/2.gamma_correction/shaders')
4 files changed, 102 insertions, 0 deletions
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs new file mode 100644 index 0000000..35e701c --- /dev/null +++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs @@ -0,0 +1,58 @@ +#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_positions[4]; +uniform vec3 light_colors[4]; +uniform vec3 view_pos; +uniform bool gamma_correction; + +vec3 +blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal, + vec3 light_pos, vec3 light_color) +{ + float diff = max(dot(normal, light_dir), 0.0); + vec3 diffuse = diff*light_color; + + vec3 halfway_dir = normalize(light_dir+view_dir); + float spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0); + vec3 specular = spec*light_color; + + float distance = length(light_pos-fs_in.frag_pos); + float attenuation = 1.0/(gamma_correction ? distance*distance : distance); + + return((diffuse+specular)*attenuation); +} + +void +main(void) +{ + 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; + + vec3 lighting = vec3(0.0); + for (int i = 0; i < 4; i++) + { + vec3 light_pos = light_positions[i]; + vec3 light_color = light_colors[i]; + vec3 light_dir = normalize(light_pos-fs_in.frag_pos); + lighting += blinn_phong(light_dir, view_dir, normal, + light_pos, light_color); + } + + texture_color *= lighting; + + float gamma = 2.2; + if (gamma_correction) + texture_color = pow(texture_color, vec3(1.0/gamma)); + + frag_color = vec4(texture_color, 1.0); +} diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs new file mode 100644 index 0000000..4d1b792 --- /dev/null +++ b/advanced_lighting/2.gamma_correction/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/2.gamma_correction/shaders/light.fs b/advanced_lighting/2.gamma_correction/shaders/light.fs new file mode 100644 index 0000000..bd00d82 --- /dev/null +++ b/advanced_lighting/2.gamma_correction/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/2.gamma_correction/shaders/light.vs b/advanced_lighting/2.gamma_correction/shaders/light.vs new file mode 100644 index 0000000..ade669b --- /dev/null +++ b/advanced_lighting/2.gamma_correction/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); +} |