feat: implemented default shader
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10 changed files with 129 additions and 19 deletions
20
resources/default_shader.fs
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resources/default_shader.fs
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#version 330
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in vec2 fragTexCoord; // texture coordinate
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in vec3 fragNormal; // normal direction
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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out vec4 finalColor;
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uniform vec3 lightDirection; // direction of light
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uniform vec4 ambient;
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void main() {
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 light_dot = vec3(pow(dot(fragNormal, lightDirection)-0.2, 3.0));
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finalColor = texelColor * colDiffuse * vec4(light_dot, 1.0);
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finalColor += texelColor * (ambient/10.0) * colDiffuse;
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finalColor = pow(finalColor, vec4(vec3(0.6), 1.0));
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}
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25
resources/default_shader.vs
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resources/default_shader.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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Before Width: | Height: | Size: 496 B |
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