Files
manigraph/src/data/shaders.h
2024-11-28 16:23:39 -06:00

109 lines
2.5 KiB
C

const char * vs =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
#else
"#version 330 core\n"
#endif
"layout (location = 0) in float aPos_x;"
"layout (location = 1) in float aPos_y;"
"layout (location = 2) in float aPos_z;"
"layout (location = 3) in float aPos_w;"
"layout (location = 4) in float aNormal_x;"
"layout (location = 5) in float aNormal_y;"
"layout (location = 6) in float aNormal_z;"
"layout (location = 7) in float aNormal_w;"
"uniform uint idx;"
"uniform uint i;"
"uniform float angle;"
"uniform mat4 fix;"
"uniform mat4 rot;"
"uniform mat4 mdl;"
"flat out uint index;"
"out vec3 Normal;"
"out vec3 FragPos;"
"mat2 rotate2d( float angle )"
"{"
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
"}"
"void main()"
"{"
" index=idx;"
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
" aNormal[i] = (vec2(aNormal[i], aNormal_w) * rotate2d(angle))[0];"
" aPos[i] = (vec2(aPos[i], aPos_w) * rotate2d(angle))[0];"
" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
"}";
const char * fs_plain =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
"precision highp sampler2DArray;"
#else
"#version 330 core\n"
#endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"out vec4 FragColor;"
"in vec3 Normal;"
"in vec3 FragPos;"
"void main()"
"{"
" vec4 color = texture( palette, vec3(0,0,index)).rgba;"
" FragColor = vec4(pow(vec3(color),vec3(1.0/2.2)),color.a);"
"}";
const char * fs =
#ifdef EMSCRIPTEN
"#version 300 es\n"
"precision highp float;"
"precision highp sampler2DArray;"
#else
"#version 330 core\n"
#endif
"uniform sampler2DArray palette;"
"flat in uint index;"
"in vec3 Normal;"
"in vec3 FragPos;"
"out vec4 FragColor;"
"void main()"
"{"
" vec4 color = texture(palette, vec3(0, 0, index));\n"
" vec3 viewPos = vec3(0, 0, -15);\n"
" vec3 viewDir = normalize(viewPos - FragPos);\n"
" vec3 lightPos = viewPos;\n"
" vec3 lightDir = normalize(lightPos - FragPos);\n"
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * color.rgb, vec3(1.0/2.2));\n"
" FragColor = vec4(result, color.a);\n"
"}";