Files
grin-web-wallet/shaders/logo.frag
2024-12-20 18:08:44 -08:00

173 lines
5.0 KiB
GLSL
Executable File

// 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));
}