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-rw-r--r--advanced_lighting/4.normal_mapping/shaders/color.frag8
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/color.vert11
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/depth.fs14
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/depth.gs27
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/depth.vs10
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normal_map.frag51
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normal_map.vert36
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normals_debug.frag10
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normals_debug.geom44
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normals_debug.vert22
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.fs105
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.vs29
12 files changed, 182 insertions, 185 deletions
diff --git a/advanced_lighting/4.normal_mapping/shaders/color.frag b/advanced_lighting/4.normal_mapping/shaders/color.frag
new file mode 100644
index 0000000..c01da99
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/color.frag
@@ -0,0 +1,8 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void main(void)
+{
+ frag_color = vec4(1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/color.vert b/advanced_lighting/4.normal_mapping/shaders/color.vert
new file mode 100644
index 0000000..a8b1247
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/color.vert
@@ -0,0 +1,11 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+ gl_Position = proj*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.fs b/advanced_lighting/4.normal_mapping/shaders/depth.fs
deleted file mode 100644
index 88fb9e6..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/depth.fs
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 330 core
-
-in vec4 frag_pos;
-
-uniform vec3 light_pos;
-uniform float far;
-
-void
-main(void)
-{
- float light_distance = length(frag_pos.xyz-light_pos);
- light_distance = light_distance/far;
- gl_FragDepth = light_distance;
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.gs b/advanced_lighting/4.normal_mapping/shaders/depth.gs
deleted file mode 100644
index 638e2b9..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/depth.gs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 330 core
-layout(triangles) in;
-layout(triangle_strip, max_vertices=18) out;
-
-uniform mat4 shadow_transforms[6];
-
-out vec4 frag_pos;
-
-void
-main(void)
-{
- for (int face = 0;
- face < 6;
- ++face)
- {
- gl_Layer = face;
- for (int vertex = 0;
- vertex < 3;
- ++vertex)
- {
- frag_pos = gl_in[vertex].gl_Position;
- gl_Position = shadow_transforms[face]*frag_pos;
- EmitVertex();
- }
- EndPrimitive();
- }
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/depth.vs b/advanced_lighting/4.normal_mapping/shaders/depth.vs
deleted file mode 100644
index 37a3484..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/depth.vs
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-
-uniform mat4 model;
-
-void
-main(void)
-{
- gl_Position = model*vec4(apos, 1.0);
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normal_map.frag b/advanced_lighting/4.normal_mapping/shaders/normal_map.frag
new file mode 100644
index 0000000..964d6f8
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normal_map.frag
@@ -0,0 +1,51 @@
+#version 330 core
+
+in VS_OUT {
+ /* mat3 TBN; */
+ vec3 frag_pos;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+/* uniform vec3 light_pos; */
+/* uniform vec3 view_pos; */
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D normal_map;
+
+void main(void)
+{
+ vec3 color = vec3(texture(diffuse_texture, fs_in.tex_coords));
+ vec3 normal = vec3(texture(normal_map, fs_in.tex_coords));
+ normal = normalize((normal*2.0)-1.0);
+ /*
+ normal = normalize(fs_in.TBN*normal);
+
+ vec3 light_dir = fs_in.TBN * normalize(light_pos - fs_in.frag_pos);
+ vec3 view_dir = fs_in.TBN * normalize(view_pos - fs_in.frag_pos);
+ */
+
+ vec3 light_color = vec3(1.0);
+
+ float ambient = 0.01;
+
+ /* vec3 light_dir = normalize(light_pos-fs_in.frag_pos); */
+ vec3 light_dir = normalize(fs_in.tangent_light_pos - fs_in.tangent_frag_pos);
+ float diff = max(dot(light_dir, normal), 0.0);
+ vec3 diffuse = diff*light_color;
+
+ /* vec3 view_dir = normalize(view_pos-fs_in.frag_pos); */
+ vec3 view_dir = normalize(fs_in.tangent_view_pos-fs_in.frag_pos);
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ float spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0);
+ float spec_strength = 1.0;
+ vec3 specular = spec_strength*spec*light_color;
+
+ vec3 result = (ambient+diffuse+specular)*color;
+
+ frag_color = vec4(result, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normal_map.vert b/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
new file mode 100644
index 0000000..3b089b5
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
@@ -0,0 +1,36 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 2) in vec2 atex_coords;
+layout(location = 3) in vec3 atangent;
+layout(location = 4) in vec3 abitangent;
+
+out VS_OUT {
+ /* mat3 TBN; */
+ vec3 frag_pos;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+ vec2 tex_coords;
+} vs_out;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+void main(void)
+{
+ vs_out.frag_pos = vec3(model * vec4(apos, 1.0));
+ vs_out.tex_coords = atex_coords;
+ vec3 T = normalize(vec3(model * vec4(atangent, 0.0)));
+ vec3 B = normalize(vec3(model * vec4(abitangent, 0.0)));
+ vec3 N = normalize(vec3(model * vec4(anormal, 0.0)));
+ mat3 TBN = transpose(mat3(T, B, N));
+ vs_out.tangent_light_pos = TBN * light_pos;
+ vs_out.tangent_view_pos = TBN * view_pos;
+ vs_out.tangent_frag_pos = TBN * vec3(model * vec4(apos, 0.0));
+ gl_Position = proj * view * vec4(vs_out.frag_pos, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normals_debug.frag b/advanced_lighting/4.normal_mapping/shaders/normals_debug.frag
new file mode 100644
index 0000000..04dadd4
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normals_debug.frag
@@ -0,0 +1,10 @@
+#version 330 core
+
+in vec3 vcolor;
+
+out vec4 frag_color;
+
+void main(void)
+{
+ frag_color = vec4(vcolor, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom b/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom
new file mode 100644
index 0000000..666c08a
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom
@@ -0,0 +1,44 @@
+#version 330 core
+layout(triangles) in;
+layout(line_strip, max_vertices=18) out;
+
+in VS_OUT {
+ vec4 tangent;
+ vec4 bitangent;
+ vec4 normal;
+} gs_in[];
+
+out vec3 vcolor;
+
+uniform mat4 proj;
+
+void gen_normals(int index)
+{
+ vcolor = vec3(1.0, 0.0, 0.0);
+ gl_Position = proj*(gl_in[index].gl_Position);
+ EmitVertex();
+ gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].tangent);
+ EmitVertex();
+ EndPrimitive();
+
+ vcolor = vec3(0.0, 0.0, 1.0);
+ gl_Position = proj*(gl_in[index].gl_Position);
+ EmitVertex();
+ gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].bitangent);
+ EmitVertex();
+ EndPrimitive();
+
+ vcolor = vec3(0.0, 1.0, 0.0);
+ gl_Position = proj*(gl_in[index].gl_Position);
+ EmitVertex();
+ gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].normal);
+ EmitVertex();
+ EndPrimitive();
+}
+
+void main(void)
+{
+ gen_normals(0);
+ gen_normals(1);
+ gen_normals(2);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/normals_debug.vert b/advanced_lighting/4.normal_mapping/shaders/normals_debug.vert
new file mode 100644
index 0000000..d3eed77
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normals_debug.vert
@@ -0,0 +1,22 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 3) in vec3 atangent;
+layout(location = 4) in vec3 abitangent;
+
+out VS_OUT {
+ vec4 tangent;
+ vec4 bitangent;
+ vec4 normal;
+} vs_out;
+
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+ vs_out.tangent = view*model*vec4(normalize(atangent), 0.0);
+ vs_out.bitangent = view*model*vec4(normalize(abitangent), 0.0);
+ vs_out.normal = view*model*vec4(normalize(anormal), 0.0);
+ gl_Position = view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.fs b/advanced_lighting/4.normal_mapping/shaders/shadow.fs
deleted file mode 100644
index 6a3a8b0..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/shadow.fs
+++ /dev/null
@@ -1,105 +0,0 @@
-#version 330 core
-
-in VS_OUT {
- vec3 frag_pos;
- vec3 normal;
- vec2 tex_coords;
-} fs_in;
-
-out vec4 frag_color;
-
-uniform vec3 light_pos;
-uniform vec3 view_pos;
-uniform float far;
-
-uniform sampler2D diffuse_texture;
-uniform samplerCube depth_cubemap;
-
-vec3 grid_sampling_disk[20] = vec3[]
-(
- vec3(1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
- vec3(1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
- vec3(1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
- vec3(1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
- vec3(0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
-);
-
-float
-calculate_shadow(vec3 frag_pos)
-{
- vec3 frag_to_light = frag_pos-light_pos;
- /* float closest_depth = texture(depth_cubemap, frag_to_light).r; */
- /* closest_depth *= far; */
- float current_depth = length(frag_to_light);
- /* float bias = 0.05; */
- /* float shadow = current_depth-bias > closest_depth ? 1.0 : 0.0; */
- /* NOTE(pryazha): Display depth value for debugging */
- /* frag_color = vec4(vec3(closest_depth/far), 1.0); */
- /*
- float shadow = 0.0;
- float offset = 0.1;
- float samples = 4.0;
- for (float x = -offset;
- x < offset;
- x += offset/(samples*0.5))
- {
- for (float y = -offset;
- y < offset;
- y += offset/(samples*0.5))
- {
- for (float z = -offset;
- z < offset;
- z += offset/(samples*0.5))
- {
- float closest_depth = texture(depth_cubemap, frag_to_light+vec3(x, y, z)).r;
- closest_depth *= far;
- if (current_depth-bias > closest_depth)
- shadow += 1.0;
- }
- }
- }
- shadow /= (samples*samples*samples);
- */
-
- float shadow = 0.0;
- float bias = 0.15;
- int samples = 20;
- float view_distance = length(view_pos-frag_pos);
- float disk_radius = (1.0+(view_distance/far))/25.0;
- for (int sample = 0;
- sample < samples;
- ++sample)
- {
- float closest_depth = texture(depth_cubemap, frag_to_light+
- grid_sampling_disk[sample]*disk_radius).r;
- closest_depth *= far;
- if (current_depth-bias > closest_depth)
- shadow += 1.0;
- }
- shadow /= float(samples);
- return(shadow);
-}
-
-void
-main(void)
-{
- vec3 color = texture(diffuse_texture, fs_in.tex_coords).rgb;
- vec3 normal = normalize(fs_in.normal);
- vec3 light_color = vec3(0.5);
-
- vec3 ambient = 0.5*light_color;
-
- vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
- float diff = max(dot(light_dir, normal), 0.0);
- vec3 diffuse = diff*light_color;
-
- vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
- vec3 halfway_dir = normalize(light_dir+view_dir);
- float spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0);
- vec3 specular = spec*light_color;
-
- float shadow = calculate_shadow(fs_in.frag_pos);
- vec3 lighting = (ambient+(1.0-shadow)*(diffuse+specular))*color;
-
- frag_color = vec4(lighting, 1.0);
-}
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.vs b/advanced_lighting/4.normal_mapping/shaders/shadow.vs
deleted file mode 100644
index ac8ee4f..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/shadow.vs
+++ /dev/null
@@ -1,29 +0,0 @@
-#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;
-
-uniform bool reverse_normals;
-
-void
-main(void)
-{
- vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
- if (reverse_normals)
- vs_out.normal = mat3(transpose(inverse(model)))*(-1.0*anormal);
- else
- vs_out.normal = mat3(transpose(inverse(model)))*anormal;
-
- vs_out.tex_coords = atex_coords;
- gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0);
-}