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shaders.h
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#pragma once
#include <osg/GL>
//
// vertex color shader
//
#if OSG_GLES3_FEATURES
const char* ColorShaderVert =
"#version 300 es\n"
"#pragma import_defines( LIGHTING )\n"
"precision mediump float;\n"
"in vec4 osg_Vertex;\n"
"in vec4 osg_Color;\n"
"out vec4 vertColor;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"\n"
"#if defined(LIGHTING)\n"
"in vec3 osg_Normal;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"const vec3 lightPos = vec3(0.0, 0.0, 10.0);\n"
"const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);\n"
"const vec4 lightDiffuse = vec4(0.4, 0.4, 0.4, 1.0);\n"
"const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);\n"
"void DirectionalLight(in vec3 normal,\n"
" in vec3 ecPos,\n"
" inout vec4 ambient,\n"
" inout vec4 diffuse,\n"
" inout vec4 specular)\n"
"{\n"
" float nDotVP;\n"
" vec3 L = normalize(osg_ModelViewMatrix*vec4(lightPos, 0.0)).xyz;\n"
" nDotVP = max(0.0, dot(normal, L));\n"
"\n"
" if (nDotVP > 0.0) {\n"
" vec3 E = normalize(-ecPos);\n"
" vec3 R = normalize(reflect(L, normal));\n"
" specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular;\n"
" }\n"
" ambient = lightAmbient;\n"
" diffuse = lightDiffuse * nDotVP;\n"
"}\n"
"#endif\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
"#if defined(LIGHTING)\n"
" vec3 normal = normalize(osg_NormalMatrix * osg_Normal);\n"
" vec4 ecPos = osg_ModelViewMatrix * osg_Vertex;\n"
" vec4 ambiCol = vec4(0.0);\n"
" vec4 diffCol = vec4(0.0);\n"
" vec4 specCol = vec4(0.0);\n"
" DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol);\n"
" vertColor = osg_Color * (ambiCol + diffCol + specCol);\n"
"#else\n"
" vertColor = osg_Color;\n"
"#endif\n"
"}\n";
const char* ColorShaderFrag =
"#version 300 es\n"
"in lowp vec4 vertColor;\n"
"out lowp vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vertColor;\n"
"}\n";
#elif OSG_GLES2_FEATURES
const char* ColorShaderVert =
"#version 100\n"
"#pragma import_defines( LIGHTING )\n"
"attribute vec4 osg_Vertex;\n"
"attribute vec4 osg_Color;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"varying vec4 vertColor;\n"
"\n"
"#if defined(LIGHTING)\n"
"attribute vec3 osg_Normal;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"const vec3 lightPos = vec3(0.0, 0.0, 10.0);\n"
"const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);\n"
"const vec4 lightDiffuse = vec4(0.4, 0.4, 0.4, 1.0);\n"
"const vec4 lightSpecular =vec4(0.8, 0.8, 0.8, 1.0);\n"
"void DirectionalLight(in vec3 normal,\n"
" in vec3 ecPos,\n"
" inout vec4 ambient,\n"
" inout vec4 diffuse,\n"
" inout vec4 specular)\n"
"{\n"
" float nDotVP;\n"
" vec3 L = normalize(osg_ModelViewMatrix*vec4(lightPos, 0.0)).xyz;\n"
" nDotVP = max(0.0, dot(normal, L));\n"
"\n"
" if (nDotVP > 0.0) {\n"
" vec3 E = normalize(-ecPos);\n"
" vec3 R = normalize(reflect(L, normal));\n"
" specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular;\n"
" }\n"
" ambient = lightAmbient;\n"
" diffuse = lightDiffuse * nDotVP;\n"
"}\n"
"#endif\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
"#if defined(LIGHTING)\n"
" vec3 normal = normalize(osg_NormalMatrix * osg_Normal);\n"
" vec4 ecPos = osg_ModelViewMatrix * osg_Vertex;\n"
" vec4 ambiCol = vec4(0.0);\n"
" vec4 diffCol = vec4(0.0);\n"
" vec4 specCol = vec4(0.0);\n"
" DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol);\n"
" vertColor = osg_Color * (ambiCol + diffCol + specCol);\n"
"#else\n"
" vertColor = osg_Color;\n"
"#endif\n"
"}\n";
const char* ColorShaderFrag =
"#version 100\n"
"varying lowp vec4 vertColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = vertColor;\n"
"}\n";
#else
const char* ColorShaderVert = NULL;
const char* ColorShaderFrag = NULL;
#endif
//
// texture shader
//
#if OSG_GLES3_FEATURES
const char* TextureShaderVert =
"#version 300 es\n"
"in vec4 osg_Vertex;\n"
"in vec4 osg_MultiTexCoord0;\n"
"out vec4 texcoord0;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"\n"
"#if defined(LIGHTING)\n"
"in vec3 osg_Normal;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"out vec4 vertColor;\n"
"const vec3 lightPos = vec3(0.0, 0.0, 10.0);\n"
"const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);\n"
"const vec4 lightDiffuse = vec4(0.4, 0.4, 0.4, 1.0);\n"
"const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);\n"
"void DirectionalLight(in vec3 normal,\n"
" in vec3 ecPos,\n"
" inout vec4 ambient,\n"
" inout vec4 diffuse,\n"
" inout vec4 specular)\n"
"{\n"
" float nDotVP;\n"
" vec3 L = normalize(osg_ModelViewMatrix*vec4(lightPos, 0.0)).xyz;\n"
" nDotVP = max(0.0, dot(normal, L));\n"
"\n"
" if (nDotVP > 0.0) {\n"
" vec3 E = normalize(-ecPos);\n"
" vec3 R = normalize(reflect(L, normal));\n"
" specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular;\n"
" }\n"
" ambient = lightAmbient;\n"
" diffuse = lightDiffuse * nDotVP;\n"
"}\n"
"#endif\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
" texcoord0 = osg_MultiTexCoord0;\n"
"#if defined(LIGHTING)\n"
" vec3 normal = normalize(osg_NormalMatrix * osg_Normal);\n"
" vec4 ecPos = osg_ModelViewMatrix * osg_Vertex;\n"
" vec4 ambiCol = vec4(0.0);\n"
" vec4 diffCol = vec4(0.0);\n"
" vec4 specCol = vec4(0.0);\n"
" DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol);\n"
" vertColor = ambiCol + diffCol + specCol;\n"
"#endif\n"
"}\n";
const char* TextureShaderFrag =
"#version 300 es\n"
"in lowp vec4 texcoord0;\n"
"#if defined(LIGHTING)\n"
"in lowp vec4 vertColor;\n"
"#endif\n"
"uniform sampler2D texture0;\n"
"out lowp vec4 fragColor;\n"
"void main()\n"
"{\n"
"#if defined(LIGHTING)\n"
" fragColor = vertColor * texture2D(texture0, texcoord0.xy);\n"
"#else\n"
" fragColor = texture(texture0, texcoord0.xy);\n"
"#endif\n"
"}\n";
#elif OSG_GLES2_FEATURES
const char* TextureShaderVert =
"#version 100\n"
"attribute vec4 osg_Vertex;\n"
"attribute vec4 osg_MultiTexCoord0;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"varying vec4 texcoord0;\n"
"\n"
"#if defined(LIGHTING)\n"
"attribute vec3 osg_Normal;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"varying vec4 vertColor;\n"
"const vec3 lightPos = vec3(0.0, 0.0, 10.0);\n"
"const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);\n"
"const vec4 lightDiffuse = vec4(0.4, 0.4, 0.4, 1.0);\n"
"const vec4 lightSpecular =vec4(0.8, 0.8, 0.8, 1.0);\n"
"void DirectionalLight(in vec3 normal,\n"
" in vec3 ecPos,\n"
" inout vec4 ambient,\n"
" inout vec4 diffuse,\n"
" inout vec4 specular)\n"
"{\n"
" float nDotVP;\n"
" vec3 L = normalize(osg_ModelViewMatrix*vec4(lightPos, 0.0)).xyz;\n"
" nDotVP = max(0.0, dot(normal, L));\n"
"\n"
" if (nDotVP > 0.0) {\n"
" vec3 E = normalize(-ecPos);\n"
" vec3 R = normalize(reflect(L, normal));\n"
" specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular;\n"
" }\n"
" ambient = lightAmbient;\n"
" diffuse = lightDiffuse * nDotVP;\n"
"}\n"
"#endif\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
" texcoord0 = osg_MultiTexCoord0;\n"
"#if defined(LIGHTING)\n"
" vec3 normal = normalize(osg_NormalMatrix * osg_Normal);\n"
" vec4 ecPos = osg_ModelViewMatrix * osg_Vertex;\n"
" vec4 ambiCol = vec4(0.0);\n"
" vec4 diffCol = vec4(0.0);\n"
" vec4 specCol = vec4(0.0);\n"
" DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol);\n"
" vertColor = ambiCol + diffCol + specCol;\n"
"#endif\n"
"}\n";
const char* TextureShaderFrag =
"#version 100\n"
"varying lowp vec4 texcoord0;\n"
"#if defined(LIGHTING)\n"
"varying lowp vec4 vertColor;\n"
"#endif\n"
"uniform sampler2D texture0;\n"
"void main()\n"
"{\n"
"#if defined(LIGHTING)\n"
" gl_FragColor = vertColor * texture2D(texture0, texcoord0.xy);\n"
"#else\n"
" gl_FragColor = texture2D(texture0, texcoord0.xy);\n"
"#endif\n"
"}\n";
#else
const char* TextureShaderVert = NULL;
const char* TextureShaderFrag = NULL;
#endif