light working

This commit is contained in:
Vladislav Khorev committed 2024-06-09 21:42:23 +03:00
1 parent d2a081588f
commit 7fc9a5e5d6
9 files changed
+356 -111

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+46
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uniform sampler2D Texture;
uniform float FogBeginDistance;
uniform float FogEndDistance;
varying vec2 texCoord;
varying vec3 vertexPos;
varying vec3 normal;
varying vec3 absoluteVertexPos;
void main()
{
//vec3 norm = normalize(normal)*0.5 + vec3(0.5, 0.5, 0.5);
//gl_FragColor = vec4(norm, 1.0);
vec3 norm = normalize(normal);
vec3 lightPos = vec3(-2, 5, 0);
vec3 lightVec = absoluteVertexPos - lightPos;
float coef = max(dot(-normalize(lightVec),norm),0.2);
float coef2 = clamp((15.0 - length(lightVec))/10.0, 0.2, 1.0);
vec4 texColor = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(texColor.rgb*coef2*coef, 1.0);
/*
//Night
//vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
vec4 resultColor = mix(texColor*coef2, fogColor, fogDistCoef);
gl_FragColor = vec4(resultColor.rgb, 1.0);*/
}
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
uniform mat4 ProjectionMatrix;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;
varying vec2 texCoord;
varying vec3 vertexPos;
varying vec3 absoluteVertexPos;
varying vec3 normal;
void main()
{
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
gl_Position = ProjectionMatrix * realVertexPos;
vertexPos = gl_Position.xyz;
absoluteVertexPos = vPosition;
texCoord = vTexCoord.st;
normal = vNormal;
}
+47
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uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform float FogBeginDistance;
uniform float FogEndDistance;
varying vec2 texCoord;
varying vec3 vertexPos;
varying vec3 normal;
varying vec3 absoluteVertexPos;
void main()
{
//vec3 norm = normalize(normal)*0.5 + vec3(0.5, 0.5, 0.5);
//gl_FragColor = vec4(norm, 1.0);
vec3 norm = normalize(normal);
vec3 lightPos = vec3(-2, 5, 0);
vec3 lightVec = absoluteVertexPos - lightPos;
float coef = max(dot(-normalize(lightVec),norm),0.2);
float coef2 = clamp((15.0 - length(lightVec))/10.0, 0.2, 1.0);
vec4 texColor = texture2D(NormalMap,texCoord).rgba;
gl_FragColor = vec4(texColor.rgb*coef2*coef, 1.0);
/*
//Night
//vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
vec4 resultColor = mix(texColor*coef2, fogColor, fogDistCoef);
gl_FragColor = vec4(resultColor.rgb, 1.0);*/
}
+26
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
uniform mat4 ProjectionMatrix;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;
varying vec2 texCoord;
varying vec3 vertexPos;
varying vec3 absoluteVertexPos;
varying vec3 normal;
void main()
{
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
gl_Position = ProjectionMatrix * realVertexPos;
vertexPos = gl_Position.xyz;
absoluteVertexPos = vPosition;
texCoord = vTexCoord.st;
normal = vNormal;
}
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uniform samplerCube Env;
varying vec3 dir;
void main(){
gl_FragColor = textureCube(Env, normalize(dir));
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
float coef = dir.y+1.0;
coef = clamp(coef, 0.0, 1.0);
gl_FragColor = mix(gl_FragColor,fogColor, coef);
//if (dir.z < 0)
//{
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
//}
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
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attribute vec3 vPosition;
uniform mat4 ProjectionMatrix;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;
varying vec3 dir;
void main(){
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
gl_Position = ProjectionMatrix * realVertexPos;
dir = -vPosition;
}