Update shaders to use interface blocks

This commit is contained in:
Abdelrahman Said 2024-12-28 20:00:05 +00:00
parent 21b8cc56f3
commit 3aed2a9614
6 changed files with 50 additions and 39 deletions

View File

@ -35,11 +35,11 @@ struct SpotLight {
float outer_cutoff; float outer_cutoff;
}; };
in vec3 vert_normal; in VS_OUT {
in vec3 frag_position; vec3 vert_normal;
in vec2 uv_coords; vec3 frag_position;
vec2 uv_coords;
out vec4 color; } fs_in;
uniform Material material; uniform Material material;
uniform DirLight directional_light; uniform DirLight directional_light;
@ -51,17 +51,19 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction); vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction); vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
out vec4 color;
void main() { void main() {
vec3 normal = normalize(vert_normal); vec3 normal = normalize(fs_in.vert_normal);
vec3 view_direction = normalize(frag_position - camera_position); vec3 view_direction = normalize(fs_in.frag_position - camera_position);
vec3 result = calc_dir_light(directional_light, normal, view_direction); vec3 result = calc_dir_light(directional_light, normal, view_direction);
for (int i = 0; i < POINT_LIGHT_COUNT; ++i) { for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
result += calc_point_light(point_lights[i], normal, frag_position, view_direction); result += calc_point_light(point_lights[i], normal, fs_in.frag_position, view_direction);
} }
result += calc_spot_light(spot_light, normal, frag_position, view_direction); result += calc_spot_light(spot_light, normal, fs_in.frag_position, view_direction);
color = vec4(result, 1.0); color = vec4(result, 1.0);
}; };
@ -70,11 +72,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
vec3 light_direction = normalize(-light.direction); vec3 light_direction = normalize(-light.direction);
vec3 reflect_direction = reflect(-light_direction, normal); vec3 reflect_direction = reflect(-light_direction, normal);
float diff = max(dot(normal, light_direction), 0.0); float diff = max(dot(normal, light_direction), 0.0);
vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * diff_tex; vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex); vec3 diffuse = light.diffuse * (diff * diff_tex);
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))); vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords)));
return ambient + diffuse + specular; return ambient + diffuse + specular;
} }
@ -85,11 +87,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi
float distance = length(light.position - frag_position); float distance = length(light.position - frag_position);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
float diff = max(dot(normal, light_direction), 0.0); float diff = max(dot(normal, light_direction), 0.0);
vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * diff_tex * attenuation; vec3 ambient = light.ambient * diff_tex * attenuation;
vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation; vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation; vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * attenuation;
return ambient + diffuse + specular; return ambient + diffuse + specular;
} }
@ -102,10 +104,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view
float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0); float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
float diff = max(dot(normal, light_direction), 0.0); float diff = max(dot(normal, light_direction), 0.0);
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords)); vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
vec3 ambient = light.ambient * diff_tex; vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity; vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity; vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * intensity;
return ambient + diffuse + specular; return ambient + diffuse + specular;
} }

View File

@ -9,7 +9,6 @@ struct Material {
in vec2 uv_coords; in vec2 uv_coords;
uniform Material material; uniform Material material;
// uniform sampler2D image_texture;
out vec4 color; out vec4 color;

View File

@ -1,7 +1,10 @@
#version 330 core #version 330 core
in vec3 vert_normal; in VS_OUT {
in vec3 frag_position; vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} fs_in;
uniform vec3 camera_position; uniform vec3 camera_position;
uniform samplerCube cubemap; uniform samplerCube cubemap;
@ -9,8 +12,8 @@ uniform samplerCube cubemap;
out vec4 color; out vec4 color;
void main() { void main() {
vec3 view_direction = normalize(frag_position - camera_position); vec3 view_direction = normalize(fs_in.frag_position - camera_position);
vec3 reflect_direction = reflect(view_direction, normalize(vert_normal)); vec3 reflect_direction = reflect(view_direction, normalize(fs_in.vert_normal));
color = vec4(texture(cubemap, reflect_direction).rgb, 1.0); color = vec4(texture(cubemap, reflect_direction).rgb, 1.0);
} }

View File

@ -3,8 +3,11 @@
#define AIR_IOR 1.0 #define AIR_IOR 1.0
#define GLASS_IOR 1.52 #define GLASS_IOR 1.52
in vec3 vert_normal; in VS_OUT {
in vec3 frag_position; vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} fs_in;
uniform vec3 camera_position; uniform vec3 camera_position;
uniform samplerCube cubemap; uniform samplerCube cubemap;
@ -12,8 +15,8 @@ uniform samplerCube cubemap;
out vec4 color; out vec4 color;
void main() { void main() {
vec3 view_direction = normalize(frag_position - camera_position); vec3 view_direction = normalize(fs_in.frag_position - camera_position);
vec3 refract_direction = refract(view_direction, normalize(vert_normal), AIR_IOR / GLASS_IOR); vec3 refract_direction = refract(view_direction, normalize(fs_in.vert_normal), AIR_IOR / GLASS_IOR);
color = vec4(texture(cubemap, refract_direction).rgb, 1.0); color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
} }

View File

@ -4,18 +4,22 @@ layout(location=0) in vec3 position;
layout(location=1) in vec3 normal; layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv; layout(location=2) in vec2 uv;
out vec3 vert_normal;
out vec3 frag_position;
out vec2 uv_coords;
uniform mat3 normal_mat; uniform mat3 normal_mat;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
uniform mat4 projection; uniform mat4 projection;
// interface block
out VS_OUT {
vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} vs_out;
void main() { void main() {
vert_normal = normal_mat * normal; vs_out.frag_position = vec3(model * vec4(position, 1.0));
frag_position = vec3(model * vec4(position, 1.0)); vs_out.vert_normal = normal_mat * normal;
uv_coords = uv; vs_out.uv_coords = uv;
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * view * model * vec4(position, 1.0);
}; };

View File

@ -274,13 +274,13 @@ int main() {
Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"}; Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"};
Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"}; Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"};
const float camera_speed = 25.0f; const float camera_speed = 25.0f;
glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f); glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f);
glm::vec3 camera_forward = glm::vec3(0.0f); glm::vec3 camera_forward = glm::vec3(0.0f);
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f); glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f); glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f); glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f); glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
float yaw = -75.0f; float yaw = -75.0f;
float pitch = 0.0f; float pitch = 0.0f;