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WIP OpenGL 4.1 core profile. CURA-3273

Jack Ha 8 years ago
parent
commit
e31a695061

+ 31 - 0
resources/shaders/grid.shader

@@ -27,6 +27,37 @@ fragment =
             gl_FragColor = u_gridColor1;
     }
 
+vertex41core =
+    #version 410
+    uniform highp mat4 u_modelViewProjectionMatrix;
+
+    in highp vec4 a_vertex;
+    in lowp vec2 a_uvs;
+
+    out lowp vec2 v_uvs;
+
+    void main()
+    {
+        gl_Position = u_modelViewProjectionMatrix * a_vertex;
+        v_uvs = a_uvs;
+    }
+
+fragment41core =
+    #version 410
+    uniform lowp vec4 u_gridColor0;
+    uniform lowp vec4 u_gridColor1;
+
+    in lowp vec2 v_uvs;
+    out vec4 frag_color;
+
+    void main()
+    {
+        if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
+            frag_color = u_gridColor0;
+        else
+            frag_color = u_gridColor1;
+    }
+
 [defaults]
 u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
 u_gridColor1 = [0.8, 0.8, 0.8, 1.0]

+ 67 - 0
resources/shaders/overhang.shader

@@ -62,6 +62,73 @@ fragment =
         gl_FragColor.a = 1.0;
     }
 
+vertex41core =
+    #version 410
+    uniform highp mat4 u_modelMatrix;
+    uniform highp mat4 u_viewProjectionMatrix;
+    uniform highp mat4 u_normalMatrix;
+
+    in highp vec4 a_vertex;
+    in highp vec4 a_normal;
+    in highp vec2 a_uvs;
+
+    out highp vec3 f_vertex;
+    out highp vec3 f_normal;
+
+    void main()
+    {
+        vec4 world_space_vert = u_modelMatrix * a_vertex;
+        gl_Position = u_viewProjectionMatrix * world_space_vert;
+
+        f_vertex = world_space_vert.xyz;
+        f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
+    }
+
+fragment41core =
+    #version 410
+    uniform mediump vec4 u_ambientColor;
+    uniform mediump vec4 u_diffuseColor;
+    uniform mediump vec4 u_specularColor;
+    uniform highp vec3 u_lightPosition;
+    uniform mediump float u_shininess;
+    uniform highp vec3 u_viewPosition;
+
+    uniform lowp float u_overhangAngle;
+    uniform lowp vec4 u_overhangColor;
+
+    in highp vec3 f_vertex;
+    in highp vec3 f_normal;
+
+    out vec4 frag_color;
+
+    void main()
+    {
+
+        mediump vec4 finalColor = vec4(0.0);
+
+        // Ambient Component
+        finalColor += u_ambientColor;
+
+        highp vec3 normal = normalize(f_normal);
+        highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
+
+        // Diffuse Component
+        highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
+        finalColor += (NdotL * u_diffuseColor);
+
+        // Specular Component
+        // TODO: We should not do specularity for fragments facing away from the light.
+        highp vec3 reflectedLight = reflect(-lightDir, normal);
+        highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
+        highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
+        finalColor += pow(NdotR, u_shininess) * u_specularColor;
+
+        finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
+
+        frag_color = finalColor;
+        frag_color.a = 1.0;
+    }
+
 [defaults]
 u_ambientColor = [0.3, 0.3, 0.3, 1.0]
 u_diffuseColor = [1.0, 0.79, 0.14, 1.0]

+ 68 - 0
resources/shaders/striped.shader

@@ -63,6 +63,74 @@ fragment =
         gl_FragColor.a = 1.0;
     }
 
+vertex41core =
+    #version 410
+    uniform highp mat4 u_modelMatrix;
+    uniform highp mat4 u_viewProjectionMatrix;
+    uniform highp mat4 u_normalMatrix;
+
+    in highp vec4 a_vertex;
+    in highp vec4 a_normal;
+    in highp vec2 a_uvs;
+
+    out highp vec3 v_position;
+    out highp vec3 v_vertex;
+    out highp vec3 v_normal;
+
+    void main()
+    {
+        vec4 world_space_vert = u_modelMatrix * a_vertex;
+        gl_Position = u_viewProjectionMatrix * world_space_vert;
+
+        v_position = gl_Position.xyz;
+        v_vertex = world_space_vert.xyz;
+        v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
+    }
+
+fragment41core =
+    #version 410
+    uniform mediump vec4 u_ambientColor;
+    uniform mediump vec4 u_diffuseColor1;
+    uniform mediump vec4 u_diffuseColor2;
+    uniform mediump vec4 u_specularColor;
+    uniform highp vec3 u_lightPosition;
+    uniform mediump float u_shininess;
+    uniform highp vec3 u_viewPosition;
+
+    uniform mediump float u_width;
+
+    in highp vec3 v_position;
+    in highp vec3 v_vertex;
+    in highp vec3 v_normal;
+
+    out vec4 frag_color;
+
+    void main()
+    {
+        mediump vec4 finalColor = vec4(0.0);
+        mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2;
+
+        /* Ambient Component */
+        finalColor += u_ambientColor;
+
+        highp vec3 normal = normalize(v_normal);
+        highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
+
+        /* Diffuse Component */
+        highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
+        finalColor += (NdotL * diffuseColor);
+
+        /* Specular Component */
+        /* TODO: We should not do specularity for fragments facing away from the light.*/
+        highp vec3 reflectedLight = reflect(-lightDir, normal);
+        highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
+        highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
+        finalColor += pow(NdotR, u_shininess) * u_specularColor;
+
+        frag_color = finalColor;
+        frag_color.a = 1.0;
+    }
+
 [defaults]
 u_ambientColor = [0.3, 0.3, 0.3, 1.0]
 u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]

+ 53 - 0
resources/shaders/transparent_object.shader

@@ -48,6 +48,59 @@ fragment =
         gl_FragColor.a = u_opacity;
     }
 
+vertex41core =
+    #version 410
+    uniform highp mat4 u_modelMatrix;
+    uniform highp mat4 u_viewProjectionMatrix;
+    uniform highp mat4 u_normalMatrix;
+
+    in highp vec4 a_vertex;
+    in highp vec4 a_normal;
+    in highp vec2 a_uvs;
+
+    out highp vec3 v_vertex;
+    out highp vec3 v_normal;
+
+    void main()
+    {
+        vec4 world_space_vert = u_modelMatrix * a_vertex;
+        gl_Position = u_viewProjectionMatrix * world_space_vert;
+
+        v_vertex = world_space_vert.xyz;
+        v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
+    }
+
+fragment41core =
+    #version 410
+    uniform mediump vec4 u_ambientColor;
+    uniform mediump vec4 u_diffuseColor;
+    uniform highp vec3 u_lightPosition;
+
+    uniform mediump float u_opacity;
+
+    in highp vec3 v_vertex;
+    in highp vec3 v_normal;
+
+    out vec4 frag_color;
+
+    void main()
+    {
+        mediump vec4 finalColor = vec4(0.0);
+
+        /* Ambient Component */
+        finalColor += u_ambientColor;
+
+        highp vec3 normal = normalize(v_normal);
+        highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
+
+        /* Diffuse Component */
+        highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
+        finalColor += (NdotL * u_diffuseColor);
+
+        frag_color = finalColor;
+        frag_color.a = u_opacity;
+    }
+
 [defaults]
 u_ambientColor = [0.1, 0.1, 0.1, 1.0]
 u_diffuseColor = [0.4, 0.4, 0.4, 1.0]