//#pragma sokol @ctype mat4 hmm_mat4 #pragma sokol @vs vs uniform vs_params { mat4 u_MVMatrix; // A constant representing the combined model/view matrix. mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix. mat4 u_NMatrix; // A constant representing the Normal Matrix }; in vec4 a_Position; // Per-vertex position information we will pass in. in vec3 a_Normal; // Per-vertex normal information we will pass in. //in vec4 a_Color; // Per-vertex color information we will pass in. in vec2 a_Texcoord0; out vec3 v_Position; // This will be passed into the fragment shader. //out vec4 v_Color; // This will be passed into the fragment shader. out vec3 v_Normal; // This will be passed into the fragment shader. out vec3 v_Normal1; out vec2 uv; // This will be passed into the fragment shader. // The entry point for our vertex shader. void main() { // Transform the vertex into eye space. v_Position = vec3(u_MVMatrix * a_Position); // Pass through the color. //v_Color = a_Color; // calc eye space normal v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0)); // texture coord uv = a_Texcoord0; v_Normal1 = normalize(vec3(u_MVMatrix * vec4(a_Normal, 1.0))); // gl_Position is a special variable used to store the final position. // Multiply the vertex by the matrix to get the final point in normalized screen coordinates. gl_Position = u_MVPMatrix * a_Position; } #pragma sokol @end #pragma sokol @fs fs //precision mediump float; // Set the default precision to medium. We don't need as high of a precision in the fragment shader uniform sampler2D tex; uniform fs_params { vec4 u_LightPos; // The position of the light in eye space. vec4 ambientColor; vec4 diffuseColor; vec4 specularColor; }; in vec3 v_Position; // Interpolated position for this fragment. //in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment. in vec3 v_Normal; // Interpolated normal for this fragment. in vec3 v_Normal1; in vec2 uv; out vec4 frag_color; vec3 lightDirection = -u_LightPos.xyz;// vec3(0.0, -0.5, 0.5); //const vec4 ambientColor = vec4(0.094, 0.0, 0.0, 1.0); //const vec4 diffuseColor = vec4(0.5, 0.0, 0.0, 1.0); //const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0); //const float shininess = 10.0; const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0); vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) { vec3 color = phongDiffuseCol; vec3 reflectDir = reflect(-lightDir, normal); float specDot = max(dot(reflectDir, viewDir), 0.0); color += pow(specDot, phongShininess) * phongSpecularCol; return color; } vec4 getPhong(in vec4 diffuseColor) { vec3 lightDir = normalize(-lightDirection); vec3 viewDir = normalize(-v_Position); vec3 n = normalize(v_Normal); vec3 luminance = ambientColor.rgb * 0.5; float illuminance = dot(lightDir, n); if(illuminance > 0.0) { // we save specular shiness in specularColor.a vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, specularColor.a * 1000); luminance += brdf * illuminance * lightColor.rgb; } vec4 outColor = vec4(luminance,1.0); return outColor; } // The entry point for our fragment shader. void main() { vec4 txt = texture(tex, uv); // Directional light float directional = dot(normalize(v_Normal1), normalize(vec3(0,0.5,1))) ; directional = directional * 0.15; // Multiply the color by the diffuse illumination level to get final output color. frag_color = vec4(clamp(directional + txt.rgb * getPhong(diffuseColor).rgb,0,1), txt.a * diffuseColor.a); } #pragma sokol @end #pragma sokol @program gouraud vs fs