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transatoshi
2024-12-20 18:08:44 -08:00
parent aeb2b99db7
commit f03ed73d2b
261 changed files with 208197 additions and 0 deletions

172
shaders/logo.frag Executable file
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// Percision
precision highp int;
precision highp float;
// Structures
// Material
struct Material {
sampler2D diffuseMap;
bool hasSpecularMap;
sampler2D specularMap;
bool hasEmissionMap;
sampler2D emissionMap;
bool hasNormalMap;
sampler2D normalMap;
float shininess;
};
// Light
struct Light {
int type;
vec3 position;
float constantAttenuationFactor;
float linearAttenuationFactor;
float quadraticAttenuationFactor;
vec3 direction;
float innerCutOffAngle;
float outerCutOffAngle;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
};
// Inputs
varying vec2 textureCoordinateLocalSpace;
varying vec3 directionTowardCameraTangentSpace;
varying vec3 directionTowardLightTangentSpaces[MAX_NUMBER_OF_LIGHTS];
varying vec3 positionWorldSpace;
// Uniforms
uniform Material material;
uniform Light lights[MAX_NUMBER_OF_LIGHTS];
// Constants
// Phong to Blinn shininess factor
const int PHONG_TO_BLINN_SHININESS_FACTOR = 4;
// Gamma factor
const float GAMMA_FACTOR = 2.2;
// Supporting function implementation
// To gamma
vec3 toGamma(vec3 value) {
// Return color in gamma space
return pow(value, vec3(float(1) / GAMMA_FACTOR));
}
// To gamma
vec4 toGamma(vec4 value) {
// Return color in gamma space
return vec4(toGamma(value.rgb), value.a);
}
// To linear
vec3 toLinear(vec3 value) {
// Return color in linear space
return pow(value, vec3(GAMMA_FACTOR));
}
// To linear
vec4 toLinear(vec4 value) {
// Return color in linear space
return vec4(toLinear(value.rgb), value.a);
}
// Main function
void main(void) {
// Get diffuse texture color
vec4 diffuseTextureColor = toLinear(texture2D(material.diffuseMap, textureCoordinateLocalSpace));
// Get normalized normal in tangent space
vec3 unitNormalTangentSpace = vec3(0, 0, 1);
if(material.hasNormalMap)
unitNormalTangentSpace = normalize(texture2D(material.normalMap, textureCoordinateLocalSpace).rgb * float(2) - float(1));
// Get normalized direction toward camera in tangent space
vec3 unitTowardCameraTangentSpace = normalize(directionTowardCameraTangentSpace);
// Go through all lights
vec3 combinedColor = vec3(0);
for(int i = 0; i < MAX_NUMBER_OF_LIGHTS; ++i) {
// Check if light isn't used
if(lights[i].type == INVALID_LIGHT_TYPE)
// Break
break;
// Check if light is a point light or spot light
float attenuation = float(1);
float intensity = float(1);
if(lights[i].type == POINT_LIGHT_TYPE || lights[i].type == SPOT_LIGHT_TYPE) {
// Get distance to light in world space
float distanceToLightWorldSpace = length(lights[i].position - positionWorldSpace);
// Set attenuation based on distance
attenuation = float(1) / (lights[i].constantAttenuationFactor + lights[i].linearAttenuationFactor * distanceToLightWorldSpace + lights[i].quadraticAttenuationFactor * pow(distanceToLightWorldSpace, float(2)));
// Check if light is a spot light
if(lights[i].type == SPOT_LIGHT_TYPE) {
// Get direction toward light in world space
vec3 directionTowardLightWorldSpace = normalize(lights[i].position - positionWorldSpace);
// Get angle to light direction
float angleToLightDirection = dot(directionTowardLightWorldSpace, normalize(-lights[i].direction));
// Set intensity based on angle
intensity = clamp((angleToLightDirection - lights[i].outerCutOffAngle) / (lights[i].innerCutOffAngle - lights[i].outerCutOffAngle), float(0), float(1));
}
}
// Get ambient light color
vec3 ambientLightColor = lights[i].ambientColor * diffuseTextureColor.rgb;
combinedColor += ambientLightColor * attenuation * intensity;
// Get normalized direction toward light in tangent space
vec3 unitTowardLightTangentSpace = normalize(directionTowardLightTangentSpaces[i]);
// Get diffuse light color
float diffuseBrightness = max(dot(unitNormalTangentSpace, unitTowardLightTangentSpace), float(0));
vec3 diffuseLightColor = lights[i].diffuseColor * diffuseBrightness * diffuseTextureColor.rgb;
combinedColor += diffuseLightColor * attenuation * intensity;
// Check if material has a specular map
if(material.hasSpecularMap) {
// Get normalized direction halfway between the direction toward light and direction toward camera in tangent space
vec3 unitHalfwayTangentSpace = normalize(unitTowardLightTangentSpace + unitTowardCameraTangentSpace);
// Get specular light color
float specularLightFactor = pow(max(dot(unitNormalTangentSpace, unitHalfwayTangentSpace), float(0)), material.shininess * float(PHONG_TO_BLINN_SHININESS_FACTOR));
vec3 specularLightColor = lights[i].specularColor * specularLightFactor * texture2D(material.specularMap, textureCoordinateLocalSpace).rgb;
combinedColor += specularLightColor * attenuation * intensity;
}
}
// Check if material has an emission map
if(material.hasEmissionMap) {
// Get emission light color
vec3 emissionLightColor = toLinear(texture2D(material.emissionMap, textureCoordinateLocalSpace).rgb);
combinedColor += emissionLightColor;
}
// Set color
gl_FragColor = toGamma(vec4(combinedColor, diffuseTextureColor.a));
}

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shaders/logo.vert Executable file
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// Percision
precision highp int;
precision highp float;
// Structures
// Light
struct Light {
int type;
vec3 position;
float constantAttenuationFactor;
float linearAttenuationFactor;
float quadraticAttenuationFactor;
vec3 direction;
float innerCutOffAngle;
float outerCutOffAngle;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
};
// Inputs
attribute vec3 position;
attribute vec2 textureCoordinate;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec3 bitangent;
// Outputs
varying vec2 textureCoordinateLocalSpace;
varying vec3 directionTowardCameraTangentSpace;
varying vec3 directionTowardLightTangentSpaces[MAX_NUMBER_OF_LIGHTS];
varying vec3 positionWorldSpace;
// Uniforms
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform Light lights[MAX_NUMBER_OF_LIGHTS];
// Supporting function implementation
// Transpose
mat3 transpose(mat3 matrix) {
// Return matrix's transpose
return mat3(
matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2]
);
}
// Transpose
mat4 transpose(mat4 matrix) {
// Return matrix's transpose
return mat4(
matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]
);
}
// Inverse
mat4 inverse(mat4 matrix) {
// Return matrix's inverse
float crossProductOne = matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0];
float crossProductTwo = matrix[0][0] * matrix[1][2] - matrix[0][2] * matrix[1][0];
float crossProductThree = matrix[0][0] * matrix[1][3] - matrix[0][3] * matrix[1][0];
float crossProductFour = matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1];
float crossProductFive = matrix[0][1] * matrix[1][3] - matrix[0][3] * matrix[1][1];
float crossProductSix = matrix[0][2] * matrix[1][3] - matrix[0][3] * matrix[1][2];
float crossProductSeven = matrix[2][0] * matrix[3][1] - matrix[2][1] * matrix[3][0];
float crossProductEight = matrix[2][0] * matrix[3][2] - matrix[2][2] * matrix[3][0];
float crossProductNine = matrix[2][0] * matrix[3][3] - matrix[2][3] * matrix[3][0];
float crossProductTen = matrix[2][1] * matrix[3][2] - matrix[2][2] * matrix[3][1];
float crossProductEleven = matrix[2][1] * matrix[3][3] - matrix[2][3] * matrix[3][1];
float crossProductTwelve = matrix[2][2] * matrix[3][3] - matrix[2][3] * matrix[3][2];
float determinant = crossProductOne * crossProductTwelve - crossProductTwo * crossProductEleven + crossProductThree * crossProductTen + crossProductFour * crossProductNine - crossProductFive * crossProductEight + crossProductSix * crossProductSeven;
return mat4(
matrix[1][1] * crossProductTwelve - matrix[1][2] * crossProductEleven + matrix[1][3] * crossProductTen, matrix[0][2] * crossProductEleven - matrix[0][1] * crossProductTwelve - matrix[0][3] * crossProductTen, matrix[3][1] * crossProductSix - matrix[3][2] * crossProductFive + matrix[3][3] * crossProductFour, matrix[2][2] * crossProductFive - matrix[2][1] * crossProductSix - matrix[2][3] * crossProductFour,
matrix[1][2] * crossProductNine - matrix[1][0] * crossProductTwelve - matrix[1][3] * crossProductEight, matrix[0][0] * crossProductTwelve - matrix[0][2] * crossProductNine + matrix[0][3] * crossProductEight, matrix[3][2] * crossProductThree - matrix[3][0] * crossProductSix - matrix[3][3] * crossProductTwo, matrix[2][0] * crossProductSix - matrix[2][2] * crossProductThree + matrix[2][3] * crossProductTwo,
matrix[1][0] * crossProductEleven - matrix[1][1] * crossProductNine + matrix[1][3] * crossProductSeven, matrix[0][1] * crossProductNine - matrix[0][0] * crossProductEleven - matrix[0][3] * crossProductSeven, matrix[3][0] * crossProductFive - matrix[3][1] * crossProductThree + matrix[3][3] * crossProductOne, matrix[2][1] * crossProductThree - matrix[2][0] * crossProductFive - matrix[2][3] * crossProductOne,
matrix[1][1] * crossProductEight - matrix[1][0] * crossProductTen - matrix[1][2] * crossProductSeven, matrix[0][0] * crossProductTen - matrix[0][1] * crossProductEight + matrix[0][2] * crossProductSeven, matrix[3][1] * crossProductTwo - matrix[3][0] * crossProductFour - matrix[3][2] * crossProductOne, matrix[2][0] * crossProductFour - matrix[2][1] * crossProductTwo + matrix[2][2] * crossProductOne
) / determinant;
}
// Main function
void main(void) {
// Get position in world space
positionWorldSpace = vec3(modelMatrix * vec4(position, 1));
// Get view model matrix
mat4 viewModelMatrix = viewMatrix * modelMatrix;
// Set position in clip space
gl_Position = projectionMatrix * viewModelMatrix * vec4(position, 1);
// Set texture coordinate in local space
textureCoordinateLocalSpace = textureCoordinate;
// Get normal in view space
mat3 normalMatrix = mat3(transpose(inverse(viewModelMatrix)));
vec3 normalViewSpace = normalize(normalMatrix * normal);
// Get tangent in view space
vec3 tangentViewSpace = normalize(normalMatrix * tangent);
// Get bitangent in view space
vec3 bitangentViewSpace = normalize(normalMatrix * bitangent);
// Get view to tangent matrix
mat3 inverseTangentMatrix = transpose(mat3(tangentViewSpace, bitangentViewSpace, normalViewSpace));
// Get direction toward camera in tangent space
vec3 positionViewSpace = vec3(viewModelMatrix * vec4(position, 1));
vec3 directionTowardCameraViewSpace = normalize(-positionViewSpace);
directionTowardCameraTangentSpace = normalize(inverseTangentMatrix * directionTowardCameraViewSpace);
// Go through all lights
for(int i = 0; i < MAX_NUMBER_OF_LIGHTS; ++i) {
// Check if light isn't used
if(lights[i].type == INVALID_LIGHT_TYPE)
// Break
break;
// Check if light is a point light or spot light
vec3 directionTowardLightViewSpace = vec3(0);
if(lights[i].type == POINT_LIGHT_TYPE || lights[i].type == SPOT_LIGHT_TYPE) {
// Get direction toward light in view space
vec3 lightPositionViewSpace = vec3(viewMatrix * vec4(lights[i].position, 1));
directionTowardLightViewSpace = normalize(lightPositionViewSpace - positionViewSpace);
}
// Otherwise check if light is a directional light
else if(lights[i].type == DIRECTIONAL_LIGHT_TYPE) {
// Get direction toward light in view space
vec3 lightDirectionViewSpace = normalize(vec3(viewMatrix * vec4(normalize(lights[i].direction), 0)));
directionTowardLightViewSpace = -lightDirectionViewSpace;
}
// Get direction toward light in tangent space
directionTowardLightTangentSpaces[i] = normalize(inverseTangentMatrix * directionTowardLightViewSpace);
}
}