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authorJoshua Rahm <joshua.rahm@colorado.edu>2014-04-18 01:17:46 -0600
committerJoshua Rahm <joshua.rahm@colorado.edu>2014-04-18 01:17:46 -0600
commit915cda147b565880fecefe5f82ca242bad6114fc (patch)
treed6afedd6d33bdca1601faaaebd731b89aab75431 /shaders
parent73daf65aaa31b5fb59f4a91d9185387f63c7b09f (diff)
downloadterralloc-915cda147b565880fecefe5f82ca242bad6114fc.tar.gz
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terralloc-915cda147b565880fecefe5f82ca242bad6114fc.zip
starting tesselation shader
Diffstat (limited to 'shaders')
-rw-r--r--shaders/.basic.frag.swpbin12288 -> 0 bytes
-rw-r--r--shaders/.water.frag.swpbin12288 -> 0 bytes
-rw-r--r--shaders/basic.frag2
-rw-r--r--shaders/water.frag40
-rw-r--r--shaders/water.vert9
5 files changed, 48 insertions, 3 deletions
diff --git a/shaders/.basic.frag.swp b/shaders/.basic.frag.swp
deleted file mode 100644
index 66aabb3..0000000
--- a/shaders/.basic.frag.swp
+++ /dev/null
Binary files differ
diff --git a/shaders/.water.frag.swp b/shaders/.water.frag.swp
deleted file mode 100644
index 73b3be2..0000000
--- a/shaders/.water.frag.swp
+++ /dev/null
Binary files differ
diff --git a/shaders/basic.frag b/shaders/basic.frag
index 4d7683c..719137d 100644
--- a/shaders/basic.frag
+++ b/shaders/basic.frag
@@ -4,8 +4,8 @@
layout(location = 0) out vec4 frag_color ;
layout(location = 6) uniform vec4 lightPos ;
-
layout(location = 8) uniform vec4 globalAmbient ;
+
uniform float dX ;
uniform float dY ;
diff --git a/shaders/water.frag b/shaders/water.frag
index 8a0dd0b..9298d15 100644
--- a/shaders/water.frag
+++ b/shaders/water.frag
@@ -3,7 +3,45 @@
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) out vec4 frag_color ;
+layout(location = 8) uniform vec4 lightPos ;
+ uniform sampler2D texture ;
+
+in vec3 normal ;
+in vec4 position ;
+in vec2 texpos ;
+
+float dX = 1 / 512.0 ;
+float dY = 1 / 512.0 ;
+vec4 sample(float xc,float yc) {
+ return texture2D(texture,texpos + vec2(xc,yc));
+}
+
+vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
+ float x00 = 1 - length(sample(-dX, dY)) ;
+ float x01 = 1 - length(sample( 0, dY)) ;
+ float x02 = 1 - length(sample( dX, dY)) ;
+
+ float x10 = 1 - length(sample(-dX, 0)) ;
+ float x11 = 1 - length(sample( 0, 0)) ;
+ float x12 = 1 - length(sample( dX, 0)) ;
+
+ float x20 = 1 - length(sample(-dX,-dY)) ;
+ float x21 = 1 - length(sample( 0,-dY)) ;
+ float x22 = 1 - length(sample( dX,-dY)) ;
+
+ down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ;
+ right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ;
+
+ return (right*2 + down*2 + norm) / 5.0 ;
+}
void main() {
- frag_color = vec4(0.0,0.3,0.7,0.5) ;
+ vec3 down = vec3( 0, -1, 0 ) ;
+ vec3 right = normalize(cross( normal, down )) ;
+ down = normalize(cross( normal, right ) );
+ vec3 newNorm = calNormChange( normal, down, right ) ;
+
+ float coef = dot( normalize(vec3(lightPos) - vec3(position)), normalize(newNorm) ) ;
+ vec4 color = texture2D(texture,texpos) ;
+ frag_color = vec4(color.xyz * vec3(0.0,0.4,0.7) * coef,0.8);
}
diff --git a/shaders/water.vert b/shaders/water.vert
index 1db6dc5..765c1df 100644
--- a/shaders/water.vert
+++ b/shaders/water.vert
@@ -11,6 +11,13 @@ layout(location = 4) uniform mat4 pjMatrix ;
layout(location = 5) uniform mat4 mvMatrix ;
layout(location = 7) uniform mat3 normalMatrix ;
+out vec3 lightPos ;
+out vec3 normal ;
+out vec4 position ;
+out vec2 texpos ;
+
void main() {
- gl_Position = pjMatrix * mvMatrix * vec4( in_position, 1.0 );
+ gl_Position = pjMatrix * (position = mvMatrix * vec4( in_position, 1.0 ));
+ normal = normalMatrix * vec3(0,1,0) ;
+ texpos = in_position.xz / 20.0;
}