From 9b83919815f6a6ce5d73da1c28483970d0ca5589 Mon Sep 17 00:00:00 2001 From: unknown Date: Wed, 3 Feb 2021 14:22:28 -0600 Subject: added dev/MinGfx/ --- dev/MinGfx/src/shaders/default.frag | 76 ++++++++++++++++++++++++++++++++++ dev/MinGfx/src/shaders/default.vert | 39 +++++++++++++++++ dev/MinGfx/src/shaders/fullscreen.frag | 23 ++++++++++ dev/MinGfx/src/shaders/fullscreen.vert | 24 +++++++++++ dev/MinGfx/src/shaders/text.frag | 25 +++++++++++ dev/MinGfx/src/shaders/text.vert | 28 +++++++++++++ 6 files changed, 215 insertions(+) create mode 100644 dev/MinGfx/src/shaders/default.frag create mode 100644 dev/MinGfx/src/shaders/default.vert create mode 100644 dev/MinGfx/src/shaders/fullscreen.frag create mode 100644 dev/MinGfx/src/shaders/fullscreen.vert create mode 100644 dev/MinGfx/src/shaders/text.frag create mode 100644 dev/MinGfx/src/shaders/text.vert (limited to 'dev/MinGfx/src/shaders') diff --git a/dev/MinGfx/src/shaders/default.frag b/dev/MinGfx/src/shaders/default.frag new file mode 100644 index 0000000..59b9f27 --- /dev/null +++ b/dev/MinGfx/src/shaders/default.frag @@ -0,0 +1,76 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +const int MAX_LIGHTS = 10; + +in vec3 N; +in vec3 v; +in vec2 uv; +in vec4 col_interp; + +out vec4 fragColor; + +uniform int NumLights; +uniform vec3 LightPositions[MAX_LIGHTS]; +uniform vec4 LightIntensitiesAmbient[MAX_LIGHTS]; +uniform vec4 LightIntensitiesDiffuse[MAX_LIGHTS]; +uniform vec4 LightIntensitiesSpecular[MAX_LIGHTS]; + +uniform vec4 MatReflectanceAmbient; +uniform vec4 MatReflectanceDiffuse; +uniform vec4 MatReflectanceSpecular; +uniform float MatReflectanceShininess; + +uniform int UseSurfaceTexture; +uniform sampler2D SurfaceTexture; + +void main() { + + // initialize the fragment color to the interpolated value of per-vertex colors + // since some meshes will have color specified per-vertex. if there are no + // per vertex colors, then this will default to white. + fragColor = col_interp; + + + // if there is a surface texture, then factor this into the base color of this + // fragment as well + if (UseSurfaceTexture != 0) { + fragColor *= texture(SurfaceTexture, uv); + } + + // modulate this base color by the additive intensity from all light sources + vec3 Ia = vec3(0,0,0); + vec3 Id = vec3(0,0,0); + vec3 Is = vec3(0,0,0); + + vec3 n = normalize(N); + + for (int i=0; i 0.0) { + Id += clamp(MatReflectanceDiffuse.rgb * LightIntensitiesDiffuse[i].rgb * max(dot(n, L), 0.0), 0.0, 1.0); + + Is += MatReflectanceSpecular.rgb * LightIntensitiesSpecular[i].rgb * pow(max(dot(R, V), 0.0), MatReflectanceShininess); + Is = clamp(Is, 0.0, 1.0); + } + } + fragColor.rgb *= Ia + Id + Is; +} + diff --git a/dev/MinGfx/src/shaders/default.vert b/dev/MinGfx/src/shaders/default.vert new file mode 100644 index 0000000..c961992 --- /dev/null +++ b/dev/MinGfx/src/shaders/default.vert @@ -0,0 +1,39 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +layout(location = 0) in vec3 position; +layout(location = 1) in vec3 normal; +layout(location = 2) in vec4 color; +layout(location = 3) in vec2 texcoord; + +layout(location = 8) in mat4 instance_xform; + +uniform mat4 ModelMatrix; +uniform mat4 ViewMatrix; +uniform mat4 ProjectionMatrix; +uniform mat4 NormalMatrix; + +out vec3 N; +out vec3 v; +out vec2 uv; +out vec4 col_interp; + +void main() { + v = (ViewMatrix * ModelMatrix * vec4(position, 1)).xyz; + N = normalize((NormalMatrix * vec4(normal, 0)).xyz); + uv = texcoord.xy; + gl_Position = ProjectionMatrix * ViewMatrix * instance_xform * ModelMatrix * vec4(position, 1); + col_interp = color; +} \ No newline at end of file diff --git a/dev/MinGfx/src/shaders/fullscreen.frag b/dev/MinGfx/src/shaders/fullscreen.frag new file mode 100644 index 0000000..ce3d624 --- /dev/null +++ b/dev/MinGfx/src/shaders/fullscreen.frag @@ -0,0 +1,23 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +in vec2 uv; +uniform sampler2D SurfaceTexture; + +out vec4 fragColor; + +void main() { + fragColor = texture(SurfaceTexture, uv); +} \ No newline at end of file diff --git a/dev/MinGfx/src/shaders/fullscreen.vert b/dev/MinGfx/src/shaders/fullscreen.vert new file mode 100644 index 0000000..db96659 --- /dev/null +++ b/dev/MinGfx/src/shaders/fullscreen.vert @@ -0,0 +1,24 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +layout(location = 0) in vec3 position; +layout(location = 3) in vec2 texcoord; + +out vec2 uv; + +void main() { + uv = texcoord.xy; + gl_Position = vec4(position,1.0); +} diff --git a/dev/MinGfx/src/shaders/text.frag b/dev/MinGfx/src/shaders/text.frag new file mode 100644 index 0000000..2642061 --- /dev/null +++ b/dev/MinGfx/src/shaders/text.frag @@ -0,0 +1,25 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +in vec2 uv; +uniform vec4 color; +uniform sampler2D font_atlas; + +out vec4 frag_color; + +void main() { + frag_color = color * texture(font_atlas, uv); + // frag_color.a = frag_color.r; +} \ No newline at end of file diff --git a/dev/MinGfx/src/shaders/text.vert b/dev/MinGfx/src/shaders/text.vert new file mode 100644 index 0000000..36c6b03 --- /dev/null +++ b/dev/MinGfx/src/shaders/text.vert @@ -0,0 +1,28 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +layout(location = 0) in vec3 vertex; +layout(location = 3) in vec2 texcoord; + +uniform mat4 mvp_matrix; +uniform float scale; +uniform vec3 offset; + +out vec2 uv; + +void main() { + uv = texcoord.xy; + gl_Position = mvp_matrix * vec4(scale*(vertex+offset),1.0); +} -- cgit v1.2.3