void shader_prog(const vs_input& in, vs_output& out) { vec4 pos = in.attribute(0); transform(out.position(), pos, wvp); out.attribute(0) = in.attribute(0);//(vec4(1.0f, 1.0f, 1.0f, 1.0f) - in[0]); out.attribute(1) = in.attribute(1); }
bool shader_prog(const vs_output& in, ps_output& out) { float occlusion = 0.0f; if(dsamp_) { vec3 lis_pos( in.attribute(4).xyz() / in.attribute(4).w() ); vec2 sm_center( (lis_pos.x() + 1.0f)*0.5f, (1.0f-(lis_pos.y()+1.0f)*0.5f) ); float sm_offset = 1 / 512.0f; vec2 sm_coords[] = { sm_center + vec2(-sm_offset, -sm_offset), sm_center + vec2( 0.0f, -sm_offset), sm_center + vec2(+sm_offset, -sm_offset), sm_center + vec2(-sm_offset, 0.0f), sm_center + vec2( 0.0f, 0.0f), sm_center + vec2(+sm_offset, 0.0f), sm_center + vec2(-sm_offset, +sm_offset), sm_center + vec2( 0.0f, +sm_offset), sm_center + vec2(+sm_offset, +sm_offset) }; float shadow_depth[9]; for(int i = 0; i < 9; ++i) { vec4 sm_coord_lod(sm_coords[i].x(), sm_coords[i].y(), 0.0f, 0.0f); shadow_depth[i] = tex2dlod(*dsamp_, sm_coord_lod).r; } float occluder = 0.0f; for(int i = 1; i < 9; ++i) { occluder += gaussian_weights[i] * exp(esm_constant * (shadow_depth[i] - shadow_depth[0])); } occluder += gaussian_weights[0]; occluder = log(occluder); occluder += esm_constant * shadow_depth[0]; occlusion = eflib::clamp(exp(occluder - esm_constant * lis_pos[2]), 0.0f, 1.0f); } color_rgba32f tex_color(1.0f, 1.0f, 1.0f, 1.0f); if(texsamp_) { tex_color = tex2d(*texsamp_ , 0); } vec3 norm( normalize3( in.attribute(1).xyz() ) ); vec3 light_dir( normalize3( in.attribute(2).xyz() ) ); vec3 eye_dir( normalize3( in.attribute(3).xyz() ) ); float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f ); float illum_specular = clamp( dot_prod3(-reflect3(light_dir, norm), eye_dir), 0.0f, 1.0f ); vec4 illum = ambient + ( diffuse * illum_diffuse + specular * pow(illum_specular, shininess) ) * occlusion; out.color[0] = tex_color.get_vec4() * illum; out.color[0][3] = 1.0f; return true; }
void shader_prog(const vs_input& in, vs_output& out) { vec4 pos = in.attribute(0); transform(out.position(), pos, wvp); out.attribute(0) = in.attribute(1); out.attribute(1) = in.attribute(2); out.attribute(2) = light_pos - pos; out.attribute(3) = eye_pos - pos; }
void shader_prog(const vs_input& in, vs_output& out) { vec4 pos = in.attribute(0); vec4 pos_es, normal_es; transform(pos_es, pos, wv); transform33(normal_es, in.attribute(1), wv); transform(out.position(), pos_es, proj); out.attribute(0) = vec4(light_pos - pos_es.xyz(), 1); out.attribute(1) = vec4(eye_pos - pos_es.xyz(), 1); out.attribute(2) = normal_es; }
bool shader_prog(const vs_output& in, ps_output& out) { vec3 l = normalize3(in.attribute(0).xyz()); vec3 e = normalize3(in.attribute(1).xyz()); vec3 n = normalize3(in.attribute(2).xyz()); float n_dot_l = dot_prod3(n, l); float roughness = 5; float spec = (roughness + 2) / 2 * pow(max(dot_prod3(normalize3(l + e), n), 0.0f), roughness); float clr = n_dot_l * (0.8f + spec * 0.4f); out.color[0] = vec4(clr, clr, clr, 1); return true; }
void shader_prog(const vs_input& in, vs_output& out) { vec4 pos = in.attribute(0); vec4 nor = in.attribute(1); out.position() = out.attribute(0) = vec4(0.0f, 0.0f, 0.0f, 0.0f); pos.w(1.0f); nor.w(0.0f); for(int i = 0; i < 4; ++i) { union {float f; int i;} f2i; f2i.f = in.attribute(3)[i]; float w = in.attribute(4)[i]; int boneIndex = f2i.i; if(boneIndex == -1){break;} vec4 skin_pos; vec4 skin_nor; transform(skin_pos, invMatrices[boneIndex], pos); transform(skin_pos, boneMatrices[boneIndex], skin_pos); transform(skin_nor, invMatrices[boneIndex], nor); transform(skin_nor, boneMatrices[boneIndex], skin_nor); out.position() += (skin_pos*w); out.attribute(0) += (skin_nor*w); } transform(out.position(), out.position(), wvp); // out.attribute(0) = in.attribute(1); out.attribute(1) = in.attribute(2); out.attribute(2) = light_pos - pos; out.attribute(3) = eye_pos - pos; }
bool shader_prog(const vs_output& in, ps_output& out) { vec4 diff_color = vec4(1.0f, 1.0f, 1.0f, 1.0f); // diffuse; vec3 norm( normalize3( in.attribute(0).xyz() ) ); vec3 light_dir( normalize3( in.attribute(1).xyz() ) ); vec3 eye_dir( normalize3( in.attribute(2).xyz() ) ); float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f ); float illum_specular = clamp( dot_prod3( reflect3( light_dir, norm ), eye_dir ), 0.0f, 1.0f ); out.color[0] = ambient * 0.01f + diff_color * illum_diffuse + specular * illum_specular; out.color[0] = diff_color * illum_diffuse; // out.color[0] = ( vec4(norm, 1.0f) + vec4(1.0f, 1.0f, 1.0f, 1.0f) ) * 0.5f; out.color[0][3] = 1.0f; return true; }
bool shader_prog(const vs_output& in, ps_output& out) { color_rgba32f tex_color(1.0f, 1.0f, 1.0f, 1.0f); if( sampler_ ) { tex_color = tex2d(*sampler_ , 0); } vec3 norm( normalize3( in.attribute(1).xyz() ) ); vec3 light_dir( normalize3( in.attribute(2).xyz() ) ); vec3 eye_dir( normalize3( in.attribute(3).xyz() ) ); float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f ); float illum_specular = clamp( dot_prod3( reflect3( light_dir, norm ), eye_dir ), 0.0f, 1.0f ); vec4 illum = ambient + diffuse * illum_diffuse + specular * illum_specular; out.color[0] = tex_color.get_vec4() * illum; out.color[0][3] = 1.0f; return true; }
bool shader_prog(const vs_output& in, ps_output& out) { vec4 ambi_color(0.22f, 0.20f, 0.09f, 1.0f); vec4 diff_color(0.75f, 0.75f, 0.25f, 1.0f); vec4 spec_color(2.0f, 1.7f, 0.0f, 1.0f); vec3 norm( normalize3( in.attribute(0).xyz() ) ); vec3 light_dir( normalize3( in.attribute(1).xyz() ) ); vec3 eye_dir( normalize3( in.attribute(2).xyz() ) ); float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f ); float illum_specular = clamp( dot_prod3( reflect3( light_dir, norm ), eye_dir ), 0.0f, 1.0f ); float powered_illum_spec = illum_specular*illum_specular; powered_illum_spec *= powered_illum_spec; powered_illum_spec *= powered_illum_spec; out.color[0] = ambi_color * 0.01f + diff_color * illum_diffuse + spec_color * powered_illum_spec; // out.color[0] = ( vec4(norm, 1.0f) + vec4(1.0f, 1.0f, 1.0f, 1.0f) ) * 0.5f; out.color[0][3] = 1.0f; return true; }
bool shader_prog(const vs_output& in, ps_output& out) { ++count; vec4 diff_color = vec4(1.0f, 1.0f, 1.0f, 1.0f); // diffuse; if( sampler_ ) { diff_color = tex2d(*sampler_, 0).get_vec4(); } vec3 norm( normalize3( in.attribute(1).xyz() ) ); vec3 light_dir( normalize3( in.attribute(2).xyz() ) ); vec3 eye_dir( normalize3( in.attribute(3).xyz() ) ); float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f ); out.color[0] = diff_color * illum_diffuse; out.color[0][3] = 1.0f; return true; }
bool shader_prog(const vs_output& in, ps_output& out) { float height = in.attribute(0)[0]; vec4 colors[] = { vec4(0.0f, 0.0f, 0.5f, 1.0f), vec4(0.7f, 0.6f, 0.0f, 1.0f), vec4(0.45f, 0.38f, 0.26f, 1.0f), vec4(0.0f, 0.7f, 0.8f, 1.0f), vec4(0.9f, 0.9f, 1.0f, 1.0f), vec4(0.9f, 0.9f, 1.0f, 1.0f) // sentinel }; float boundary_points[] = {0.0f, 0.62f, 0.75f, 0.88f, 1.0f, 1.0f}; int lower_bound = -1; for(int i = 0; i < 5; ++i) { if( height < boundary_points[i] ){ break; } lower_bound = i; } if(lower_bound == -1) { out.color[0] = colors[0]; } else { float lower_value = boundary_points[lower_bound]; float interval = boundary_points[lower_bound+1]-lower_value; out.color[0] = lerp( colors[lower_bound], colors[lower_bound+1], (height-lower_value)/interval ); } return true; }
void shader_prog(const vs_input& in, vs_output& out) { vec4 pos = in.attribute(0); transform(out.position(), pos, wvp); out.attribute(0) = vec4(in.attribute(0).x(), in.attribute(0).z(), 0, 0); }