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-rw-r--r--shaders/main/frag.glsl28
-rw-r--r--shaders/main/vert.glsl18
2 files changed, 46 insertions, 0 deletions
diff --git a/shaders/main/frag.glsl b/shaders/main/frag.glsl
new file mode 100644
index 0000000..c57598c
--- /dev/null
+++ b/shaders/main/frag.glsl
@@ -0,0 +1,28 @@
+/*
+ * Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
+ * SPDX-License-Identifier: MIT
+ */
+in vec3 fnorm;
+in vec3 fpos;
+in vec2 fuv;
+in vec3 lipos;
+
+void main()
+{
+ vec3 objco = vec3(texture(tex, fuv));
+ vec3 lico = vec3(1.0, 1.0, 1.0);
+
+ float amb = 0.1;
+
+ vec3 norm = normalize(fnorm);
+ vec3 lidir = normalize(lipos - fpos);
+ float dif = max(dot(norm, lidir), 0.0);
+
+ float speen = max(sign(dot(lidir, norm)), 0.0);
+ vec3 vwdir = normalize(-fpos);
+ vec3 mid = normalize(lidir + vwdir);
+
+ float spe = pow(max(dot(norm, mid), 0.0), 256) * speen;
+
+ color = vec4((amb + dif + spe) * lico * objco, 1.0);
+}
diff --git a/shaders/main/vert.glsl b/shaders/main/vert.glsl
new file mode 100644
index 0000000..f710067
--- /dev/null
+++ b/shaders/main/vert.glsl
@@ -0,0 +1,18 @@
+/*
+ * Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
+ * SPDX-License-Identifier: MIT
+ */
+out vec3 fnorm;
+out vec3 fpos;
+out vec2 fuv;
+out vec3 lipos;
+
+void main()
+{
+ gl_Position = proj * view * model * vec4(pos, 1.0);
+ fpos = vec3(view * model * vec4(pos, 1.0));
+ fuv = uv;
+ // TODO: Try to work out how to only do this ONCE in C or see if it matters
+ fnorm = mat3(transpose(inverse(view * model))) *norm;
+ lipos = vec3(view * vec4(light, 1.0));
+}