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author | Sebastian Park <51029066+Seb-Park@users.noreply.github.com> | 2024-04-22 00:59:29 -0400 |
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committer | GitHub <noreply@github.com> | 2024-04-22 00:59:29 -0400 |
commit | cd7c76017a12bb548036571c1ff13e551369d06d (patch) | |
tree | 03cd022c7625c5c5682d21c20b0a8b8532e57140 /resources/shaders/shader.frag | |
parent | 5233a708a165ba8a3153e054ce74eb11084c0158 (diff) | |
parent | 28d74097815a8d52b8f47f6eae6464005a6bc552 (diff) |
Merge pull request #2 from Seb-Park/shaders
Shaders
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-x | resources/shaders/shader.frag | 39 |
1 files changed, 37 insertions, 2 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag index d2183cc..141915e 100755 --- a/resources/shaders/shader.frag +++ b/resources/shaders/shader.frag @@ -5,20 +5,55 @@ in vec3 normal_cameraSpace; in vec3 camera_worldSpace; in vec3 normal_worldSpace; in vec3 pos; +in vec3 refrPos; +in float refrProb; +in vec2 uv; uniform int wire = 0; uniform float red = 1.0; uniform float green = 1.0; uniform float blue = 1.0; uniform float alpha = 1.0; +uniform sampler2D sampler; +uniform vec2 widthBounds; +uniform vec2 lengthBounds; +//uniform float test = 0; + +vec2 uvFromWorldPoint(vec3 point) { + float u = (point.x - widthBounds[0]) / (widthBounds[1] - widthBounds[0]); + float v = (point.z - lengthBounds[0]) / (lengthBounds[1] - lengthBounds[0]); + return vec2(u, v); +} void main() { // Do lighting in camera space vec3 lightDir = normalize(vec3(0, 0.5, 1)); - float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1); + lightDir = normalize(vec3(0.f, 3.f, 0.f) - pos); +// float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1); + float d = clamp(dot(normal_worldSpace, lightDir), 0, 1); vec3 reflectedLight = lightDir - 2 * dot(lightDir, normal_worldSpace) * normal_worldSpace; vec3 posToCam = normalize(camera_worldSpace - pos); float spec = pow(dot(posToCam, reflectedLight), 2.f); - fragColor = clamp(0.5f * vec4(red * d, green * d, blue * d, 0.5f) + 0.5f * vec4(1, 1, 1, 1) * spec, 0, 1); +// fragColor = texture(sampler, vec2(0.5f, 0.5f)); +// fragColor = vec4(abs(pos.x / 160.f), pos.y, 0.f, 1.f); +// fragColor = vec4(uv.y, uv.y, 0.f, 1.f); +// fragColor = vec4(camera_worldSpace.x - pos[0], camera_worldSpace.y - pos[1], pos[2], 1.f); +// fragColor = vec4(- pos[0], 0.f, 0.f, 1.f); +// fragColor = vec4((pos - vec3(widthBounds[0], 0, lengthBounds[0])) / 5.f, 1.f); +// fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f); +// fragColor = vec4(test, test, test, 1.f); + vec2 refrUV = uvFromWorldPoint(refrPos); + vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f); + + fragColor = 0.25f * vec4(red * d, green * d, blue * d, 1.0f); // Diffuse + fragColor += 0.75f * vec4(1, 1, 1, 1) * pow(spec, 10.f); // Specular TODO: Pass multiplications as uniforms. + fragColor = clamp(fragColor, 0.f, 1.f); // Clamp + fragColor *= (1 - (refrProb / 1.f)); + fragColor += (refrProb / 1.5f) * transmissive; +// fragColor = transmissive * refrProb; + fragColor = vec4(vec3(fragColor), 1.5f); + // Dividing refrProb by 2 just for heuristic. Want more phong to show through. +// fragColor = clamp(fragColor, 0.f, 1.f); +// fragColor = vec4(refrProb, 0.f, 0.f, 1.f); } |