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 avatargolxzn
Publica year ago4 Snippets
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based-lighting.frag

glsla year ago
The Phong lighting fragment shader with constant object's material
#version 300 core

layout(location = 0) in vec3 frag_position;
layout(location = 1) in vec3 frag_normal;
layout(location = 2) in vec2 frag_uv;

layout(location = 0) out vec4 frag_color;

struct Light {
    vec3 position;
    vec3 color;
};

struct Material {
    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
    float shininess;
};

uniform sampler2D u_texture;
uniform Light     u_light;
uniform Material  u_material;
uniform vec3      u_view_position; // ONLY IF WE DON'T USE MODEL_VIEW!

void main() {
    vec3 normal = normalize(frag_normal);
    vec3 texel = texture(u_texture, frag_uv).rgb;

    // AMBIENT COMPONENT
    vec3 ambient = u_material.ambient * u_light.color; // you could use texel as well

    // DIFFUSE COMPONENT
    vec3 to_light = normalize(u_light.position - frag_position);
    float diffuse_impact = max(dot(to_light, normal), 0.0);
    vec3 diffuse = u_material.diffuse * diffuse_impact;

    // SPECULAR COMPONENT
    vec3 reflected = normalize(reflect(-to_light, normal));
    vec3 to_eye = normalize(u_view_position - frag_position); // ONLY IF WE DON'T USE MODEL_VIEW!
    // vec3 to_eye = normalize(-frag_position); // If we use MODEL_VIEW
    float specular_impact = max(dot(reflected, to_eye), 0.0);
    float specular_reformed = pow(specular_impact, u_material.shininess);
    vec3 specular = u_material.specular * u_light.color * specular_reformed;

    // GETTING RESULT FRAGMENT COLOR:
    frag_color = vec4((ambient + diffuse + specular) * texel, 1.0);
}
The Phong based fragment shader with textures as the material
#version 300 core

layout(location = 0) in vec3 frag_position;
layout(location = 1) in vec3 frag_normal;
layout(location = 2) in vec2 frag_uv;

layout(location = 0) out vec4 frag_color;

struct Light {
    vec3 position;
    vec3 ambient; // Could be moved to the material as its base color
                  // or texture as well. But here it's just a light color
};

struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shininess; // could be texture as well
};


uniform Light     u_light;
uniform Material  u_material;
uniform vec3      u_view_position; // ONLY IF WE DON'T USE MODEL_VIEW!

void main() {
    vec3 normal = normalize(frag_normal);
    vec3 texel = texture(u_material.diffuse, frag_uv).rgb;
    vec3 specular_color = texture(u_material.specular, frag_uv).rgb;

    // AMBIENT COMPONENT
    vec3 ambient = texel * u_light.ambient; // you could use texel as well

    // DIFFUSE COMPONENT
    vec3 to_light = normalize(u_light.position - frag_position);
    float diffuse_impact = max(dot(to_light, normal), 0.0);
    vec3 diffuse = texel * diffuse_impact;

    // SPECULAR COMPONENT
    vec3 reflected = normalize(reflect(-to_light, normal));
    vec3 to_eye = normalize(u_view_position - frag_position); // ONLY IF WE DON'T USE MODEL_VIEW!
    // vec3 to_eye = normalize(-frag_position); // If we use MODEL_VIEW
    float specular_impact = max(dot(reflected, to_eye), 0.0);
    float specular_reformed = pow(specular_impact, u_material.shininess);
    vec3 specular = specular_color * specular_reformed;

    // GETTING RESULT FRAGMENT COLOR:
    frag_color = vec4((ambient + diffuse + specular) * texel, 1.0);
}
The Phong Lighting with model-view optimization
#version 300 core

layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_uv;

layout(location = 0) out vec3 frag_position;
layout(location = 1) out vec3 frag_normal;
layout(location = 2) out vec2 frag_uv;

uniform mat4 u_model_view;
uniform mat4 u_projection;
uniform mat3 u_normal_matrix;

void main() {
    vec4 position = u_model_view * vec4(a_position, 1.0);

    gl_Position   = u_projection * position;
    frag_position = position.xyz;
    frag_normal   = u_normal_matrix * a_normal;
    frag_uv       = a_uv;
}

based-lighting.vert

glsla year ago
The Phong Lighting Base implementation
#version 300 core

layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_uv;

layout(location = 0) out vec3 frag_position;
layout(location = 1) out vec3 frag_normal;
layout(location = 2) out vec2 frag_uv;

uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform mat3 u_normal_matrix;

void main() {
    vec4 position = u_view * u_model * vec4(a_position, 1.0);

    gl_Position   = u_projection * position;
    frag_position = position.xyz;
    frag_normal   = u_normal_matrix * a_normal;
    frag_uv       = a_uv;
}
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