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authorphil <[email protected]>2016-11-05 14:28:10 +1300
committerphil <[email protected]>2016-11-05 14:28:10 +1300
commit04a3ed650bb4cd7f69f35f18ef0348b923034efd (patch)
tree01042f747a5be2736ac242d7e3d8e3535e3571d2
parent3b0abb20ad6e5da59e66cf701b07ff39ff3bd24c (diff)
example ffp shader tidied up
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag24
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert78
2 files changed, 44 insertions, 58 deletions
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag
index 60076e6..3da3ef6 100644
--- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag
+++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag
@@ -18,7 +18,6 @@ struct fogData
};
uniform fogData fogData;
-//End of FFP inputs
in vec2 glTexCoord0;
uniform sampler2D BaseMap;
@@ -31,13 +30,10 @@ in vec3 N;
in vec4 A;
in vec4 C;
in vec4 D;
-
-
+in vec3 S;
in vec3 emissive;
-in vec3 specular;
-in float shininess;
-
+in float shininess;
out vec4 glFragColor;
@@ -81,23 +77,17 @@ void main( void )
vec3 albedo = baseMap.rgb * C.rgb;
vec3 diffuse = A.rgb + (D.rgb * NdotL);
-
// Specular
- vec3 spec = specular * pow(NdotH, 0.3*shininess);
- spec *= D.rgb;
+ vec3 spec = S * pow(NdotH, 0.3*shininess);
color.rgb = albedo * (diffuse + emissive) + spec;
color.a = C.a * baseMap.a;
-
- float fogFactor = 0.0;
-
+
if(fogData.fogEnabled == 1)
{
- //distance
- float dist = 0.0;
-
//compute distance used in fog equations
- dist = length(ViewDir);
+ float dist = length(ViewVec);
+ float fogFactor = 0.0;
if(fogData.linearEnd > 0.0)//linear fog
{
@@ -115,6 +105,4 @@ void main( void )
}
glFragColor = color;
-
- glFragColor = color;
}
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert
index 091e33b..354c004 100644
--- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert
+++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert
@@ -1,7 +1,4 @@
#version 150
-//#version 120 is not optional, trouble otherwise
-
-//Note don't put if else constructs on one line or trouble
in vec4 glVertex;
in vec4 glColor;
@@ -18,7 +15,6 @@ uniform mat4 glModelMatrix;
//uniform mat3 glNormalMatrix;
-
uniform int ignoreVertexColors;
uniform vec4 glLightModelambient;
@@ -28,7 +24,7 @@ struct material
int lightEnabled;
vec4 ambient;
vec4 diffuse;
- vec4 emission;// note vec4 extra 1.0 sent through for ease
+ vec4 emission;
vec3 specular;
float shininess;
};
@@ -45,35 +41,41 @@ struct lightSource
vec3 spotDirection;
};
-uniform int numberOfLights;
-const int maxLights = 1;
+uniform int numberOfLights;// numberOfLights will be set to how many the pipeline can send
+const int maxLights = 1;// this is for the shader, it will process no more than this, must be a const
uniform lightSource glLightSource[maxLights];
uniform mat4 textureTransform;
-
+
+// alpha testing is normally done in frag versus the texture alpha
//uniform int alphaTestEnabled;
//uniform int alphaTestFunction;
//uniform float alphaTestValue;
- // struct fogData
- // {
- // int fogEnabled = -1;
- // vec3 expColor = new Vector3f();
- // float expDensity;
- // vec3 linearColor = new Vector3f();
- // float linearStart;
- // float linearEnd;
- // };
- // uniform fogData fogData;
+// struct fogData
+// {
+// int fogEnabled = -1;
+// vec4 expColor;
+// float expDensity;
+// vec4 linearColor;
+// float linearStart;
+// float linearEnd;
+// };
+// uniform fogData fogData;
-//Fixed function pipeline pre-calculated values not available
-//vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector));
-//http://stackoverflow.com/questions/3744038/what-is-half-vector-in-modern-glsl
+// Fixed function pipeline pre-calculated values not available:
+// Note:
+// A,D,S = Ambient,Diffuse,Specular
+// cm, cli = glFrontMaterial, glLightSource
+
+
+// gl_LightSource[i].halfVector
+// http://stackoverflow.com/questions/3744038/what-is-half-vector-in-modern-glsl
// vec3 ecPos = vec3(glModelViewMatrix * glVertex);
// vec3 ecL;
-// if( glLightSource0position.w == 0.0)
+// if( glLightSource[i].position.w == 0.0)
// ecL = vec3(glLightSource0position.xyz);// no -ecPos in case of dir lights?
// else
// ecL = vec3(glLightSource0position.xyz - ecPos);
@@ -81,38 +83,34 @@ uniform mat4 textureTransform;
// vec3 V = -ecPos.xyz;
// vec3 halfVector = normalize(L + V);
-// gl_FrontLightModelProduct.sceneColor // Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient)
-// use vec4 sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient;
-
-
-//gl_LightSource[i].specular
-//use glFrontMaterialspecular
-
//gl_LightSource[i].ambient
//use glLightModelambient
+// gl_FrontLightModelProduct.sceneColor
+// Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient)
+// use vec4 sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient;
+
+
//gl_FrontLightProduct[i]
-//vec4 ambient; // Acm * Acli (Acli does not exist)
+//vec4 ambient; // Acm * Acli (Acli does not exist use glLightModelambient)
//vec4 diffuse; // Dcm * Dcli
-//vec4 specular; // Scm * Scli (Scli does not exist)
+//vec4 specular; // Scm * Scli
// calculate yourself
-
-
out vec2 glTexCoord0;
out vec3 LightDir;
-out vec3 ViewDir;
+out vec3 ViewVec;
out vec3 N;
out vec4 A;
out vec4 C;
out vec4 D;
+out vec3 S;
+out vec3 E;
-out vec3 emissive;
-out vec3 specular;
out float shininess;
void main( void )
@@ -127,7 +125,7 @@ void main( void )
vec3 v = vec3(glModelViewMatrix * glVertex);
- ViewDir = -v.xyz;
+ ViewVec = -v.xyz;
LightDir = glLightSource[0].position.xyz;
A = glLightModelambient;
@@ -135,10 +133,10 @@ void main( void )
C = vec4(1,1,1,1);//glFrontMaterialdiffuse; // objectColor should be used if it is no lighting
else
C = glColor;
- D = glLightSource[0].diffuse * glFrontMaterial.diffuse;
+ D = glLightSource[0].diffuse * glFrontMaterial.diffuse;
+ S = glLightSource[0].specular.rgb * glFrontMaterial.specular;
+ E = glFrontMaterial.emission.rgb;
- emissive = glFrontMaterial.emission.rgb;
- specular = glFrontMaterial.specular;
shininess = glFrontMaterial.shininess;
}