adding the shader files for the lightmap case

This commit is contained in:
Sam Gateau 2014-11-24 10:33:31 -08:00
parent 1f22d5b493
commit 8b23a2cd1e
6 changed files with 263 additions and 0 deletions

View file

@ -0,0 +1,36 @@
#version 120
//
// model_lightmap.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the emissive map texture
uniform sampler2D emissiveMap;
// the alpha threshold
uniform float alphaThreshold;
// the interpolated normal
varying vec4 normal;
// the interpolated texcoord1
varying vec2 interpolatedTexcoord1;
void main(void) {
// set the diffuse, normal, specular data
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
gl_FragData[0] = vec4(diffuse.rgb * (vec3(0.3) + emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
}

View file

@ -0,0 +1,40 @@
#version 120
//
// model_lightmap.vert
// vertex shader
//
// Created by Sam Gateau on 11/21/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
attribute vec2 texcoord1;
// the interpolated normal
varying vec4 normal;
// the interpolated texcoord1
varying vec2 interpolatedTexcoord1;
void main(void) {
// transform and store the normal for interpolation
normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
// pass along the diffuse color
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.f, 1.f);
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.f, 1.f)).xy;
// use standard pipeline transform
gl_Position = ftransform();
}

View file

@ -0,0 +1,49 @@
#version 120
//
// model_lightmap_normal_map.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal map texture
uniform sampler2D normalMap;
// the emissive map texture
uniform sampler2D emissiveMap;
// the alpha threshold
uniform float alphaThreshold;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
varying vec2 interpolatedTexcoord1;
void main(void) {
// compute the view normal from the various bits
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
// set the diffuse, normal, specular data
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
gl_FragData[0] = vec4(gl_Color.rgb * emissive.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
}

View file

@ -0,0 +1,46 @@
#version 120
//
// model_lightmap_normal_map.vert
// vertex shader
//
// Created by Sam Gateau on 11/21/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the tangent vector
attribute vec3 tangent;
attribute vec2 texcoord1;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
// the interpolated texcoord1
varying vec2 interpolatedTexcoord1;
void main(void) {
// transform and store the normal and tangent for interpolation
interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
// pass along the diffuse color
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.f, 1.f);
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.f, 1.f)).xy;
// use standard pipeline transform
gl_Position = ftransform();
}

View file

@ -0,0 +1,53 @@
#version 120
//
// model_lightmap_normal_specular_map.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the emissive map texture
uniform sampler2D emissiveMap;
// the normal map texture
uniform sampler2D normalMap;
// the specular map texture
uniform sampler2D specularMap;
// the alpha threshold
uniform float alphaThreshold;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
varying vec2 interpolatedTexcoord1;
void main(void) {
// compute the view normal from the various bits
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
// set the diffuse, normal, specular data
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
gl_FragData[0] = vec4(gl_Color.rgb * emissive.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
gl_FrontMaterial.shininess / 128.0);
}

View file

@ -0,0 +1,39 @@
#version 120
//
// model_lightmap_specular_map.frag
// fragment shader
//
// Created by Samuel Gateau on 11/19/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the emissive map texture
uniform sampler2D emissiveMap;
// the specular texture
uniform sampler2D specularMap;
// the alpha threshold
uniform float alphaThreshold;
// the interpolated normal
varying vec4 normal;
varying vec2 interpolatedTexcoord1;
void main(void) {
// set the diffuse, normal, specular data
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
gl_FragData[0] = vec4(gl_Color.rgb * emissive.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
gl_FrontMaterial.shininess / 128.0);
}