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base.glsl 4.22 KiB
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#shader vertex
#version 410

layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 uv;
layout(location = 3) in vec4 vertex_color;
out vec2 texCoord;
out vec4 vertex_color_out;
out vec4 pos;

uniform float time = 0;

layout(std140) uniform OK_Matrices{

mat4 rotate(float x, float y, float z) {
    return mat4(
        (cos(y + z) + cos(y - z)) / 2, (-sin(y + z) + sin(y - z)) / 2, -sin(y), 0,
        (cos(x + y + z) - cos(x - y + z) + cos(x + y - z) - cos(x - y - z) + 2 * sin(x + z) - 2 * sin(x - z)) / 4, (2 * cos(x + z) + 2 * cos(x - z) - sin(x + y + z) + sin(x - y + z) + sin(x + y - z) - sin(x - y - z)) / 4, (-sin(x + y) - sin(x - y)) / 2, 0,
        (-2 * cos(x + z) + 2 * cos(x - z) + sin(x + y + z) - sin(x - y + z) + sin(x + y - z) - sin(x - y - z)) / 4, (cos(x + y + z) - cos(x - y + z) - cos(x + y - z) + cos(x - y - z) + 2 * sin(x + z) + 2 * sin(x - z)) / 4, (cos(x + y) + cos(x - y)) / 2, 0,
        0, 0, 0, 1
out vec3 fragVert;
out vec3 fragNormal;
vec4 MVP(in vec4 position) {
void main() {

    float F = sqrt(position.x*position.x + position.y*position.y + position.z*position.z) * 0.01;
    mat4 rot = rotate(0, time*F, 0);
    // Pass some variables to the fragment shader
    //fragNormal = vec3(rotatedNormal);
    vertex_color_out = rotatedNormal;
    texCoord = uv;
    fragNormal = mat3(transpose(inverse(m2w))) * normal;
    vec4 out_position = MVP(position);
    gl_Position = out_position;
#shader fragment
#version 140
#define MAX_LIGHTS 8

in vec4 gl_FragCoord;
in vec2 texCoord;
in vec3 fragNormal;
in vec3 fragVert;

out vec4 out_color;

uniform float time = 0;

uniform sampler2D mainTex;
uniform sampler2D bumpTex;
uniform sampler2D specTex;
uniform float opacity = 0;
uniform float specularity = 1;
uniform float bumpiness = 1;

uniform mat4 m2w;
layout(std140) uniform OK_Matrices{

layout(std140) uniform OK_Lights{
    OK_Light light[MAX_LIGHTS];
//float spread;
//float constant;
//float linear;
//float quadratic;
};

vec3 OK_PointLight(in vec3 position, in vec3 intensities/*, in float constant, in float linear, in float quadratic*/) {
    //Ambience
    float ambientStrength = 0.1;
    vec3 ambient = ambientStrength * intensities;

    vec3 bump = texture(bumpTex, texCoord).rgb*intensity;
    // Diffussion
    vec3 norm = normalize(fragNormal*bump);
    vec3 lightDir = normalize(position - fragVert);
    float diffusion = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = diffusion * intensities;

    // Specularity
    //float specularStrength = 0.5;
    //vec3 viewDir = normalize(view_position.xyz - fragVert);
    //vec3 reflectDir = reflect(-lightDir, norm);
    //float specPower = pow(max(dot(viewDir, reflectDir), 0.0), 32);
    //vec3 specular = specularStrength * specPower *  intensities;

    // Attenuation
    //float distance = length(position - fragVert);
    float attenuation = 1.0; // /(constant + linear * distance + quadratic * (distance * distance));

    return (ambient*attenuation + diffuse * attenuation /*+ specular*specularity*attenuation*/);
void main() {
    vec3 diff = texture(mainTex, texCoord).rgb;
    vec3 bump = texture(bumpTex, texCoord).rgb;
    vec3 spec = texture(specTex, texCoord).rgb;
    vec3 light0 = OK_PointLight(light[0].position.xyz, light[0].intensities.rgb /*,light[0].constant,light[0].linear, light[0].quadratic*/);
    vec3 light1 = OK_PointLight(light[1].position.xyz, light[1].intensities.rgb /*,light[1].constant,light[1].linear, light[1].quadratic*/);
    vec3 light2 = OK_PointLight(light[2].position.xyz, light[2].intensities.rgb /*,light[1].constant,light[1].linear, light[1].quadratic*/);
    //out_color = vec4(fragNormal, 1)*0.2 + 0.8*vec4(texture(mainTex, texCoord).rgb , vertex_color_out.a);
    out_color = vec4((light0+ light1+ light2) * diff, 1);
//out_color = vec4(texture(mainTexture, texCoord).rgb * vertex_color_out.rgb, vertex_color_out.a);