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authorSebastian Park <51029066+Seb-Park@users.noreply.github.com>2024-04-22 00:59:29 -0400
committerGitHub <noreply@github.com>2024-04-22 00:59:29 -0400
commitcd7c76017a12bb548036571c1ff13e551369d06d (patch)
tree03cd022c7625c5c5682d21c20b0a8b8532e57140 /resources
parent5233a708a165ba8a3153e054ce74eb11084c0158 (diff)
parent28d74097815a8d52b8f47f6eae6464005a6bc552 (diff)
Merge pull request #2 from Seb-Park/shaders
Shaders
Diffstat (limited to 'resources')
-rw-r--r--resources/images/hello.pngbin0 -> 461146 bytes
-rw-r--r--resources/images/image001.jpgbin0 -> 4627 bytes
-rw-r--r--resources/images/kitten.pngbin0 -> 1603868 bytes
-rw-r--r--resources/images/uv1 copy.pngbin0 -> 48020 bytes
-rw-r--r--resources/images/uv1.pngbin0 -> 86064 bytes
-rw-r--r--resources/images/uvmap.jpgbin0 -> 281828 bytes
-rwxr-xr-xresources/shaders/shader.frag39
-rwxr-xr-xresources/shaders/shader.vert51
8 files changed, 87 insertions, 3 deletions
diff --git a/resources/images/hello.png b/resources/images/hello.png
new file mode 100644
index 0000000..29df26f
--- /dev/null
+++ b/resources/images/hello.png
Binary files differ
diff --git a/resources/images/image001.jpg b/resources/images/image001.jpg
new file mode 100644
index 0000000..9faa90d
--- /dev/null
+++ b/resources/images/image001.jpg
Binary files differ
diff --git a/resources/images/kitten.png b/resources/images/kitten.png
new file mode 100644
index 0000000..3c92001
--- /dev/null
+++ b/resources/images/kitten.png
Binary files differ
diff --git a/resources/images/uv1 copy.png b/resources/images/uv1 copy.png
new file mode 100644
index 0000000..fcf4825
--- /dev/null
+++ b/resources/images/uv1 copy.png
Binary files differ
diff --git a/resources/images/uv1.png b/resources/images/uv1.png
new file mode 100644
index 0000000..82ff8ac
--- /dev/null
+++ b/resources/images/uv1.png
Binary files differ
diff --git a/resources/images/uvmap.jpg b/resources/images/uvmap.jpg
new file mode 100644
index 0000000..dae795f
--- /dev/null
+++ b/resources/images/uvmap.jpg
Binary files differ
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index d2183cc..141915e 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -5,20 +5,55 @@ in vec3 normal_cameraSpace;
in vec3 camera_worldSpace;
in vec3 normal_worldSpace;
in vec3 pos;
+in vec3 refrPos;
+in float refrProb;
+in vec2 uv;
uniform int wire = 0;
uniform float red = 1.0;
uniform float green = 1.0;
uniform float blue = 1.0;
uniform float alpha = 1.0;
+uniform sampler2D sampler;
+uniform vec2 widthBounds;
+uniform vec2 lengthBounds;
+//uniform float test = 0;
+
+vec2 uvFromWorldPoint(vec3 point) {
+ float u = (point.x - widthBounds[0]) / (widthBounds[1] - widthBounds[0]);
+ float v = (point.z - lengthBounds[0]) / (lengthBounds[1] - lengthBounds[0]);
+ return vec2(u, v);
+}
void main() {
// Do lighting in camera space
vec3 lightDir = normalize(vec3(0, 0.5, 1));
- float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1);
+ lightDir = normalize(vec3(0.f, 3.f, 0.f) - pos);
+// float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1);
+ float d = clamp(dot(normal_worldSpace, lightDir), 0, 1);
vec3 reflectedLight = lightDir - 2 * dot(lightDir, normal_worldSpace) * normal_worldSpace;
vec3 posToCam = normalize(camera_worldSpace - pos);
float spec = pow(dot(posToCam, reflectedLight), 2.f);
- fragColor = clamp(0.5f * vec4(red * d, green * d, blue * d, 0.5f) + 0.5f * vec4(1, 1, 1, 1) * spec, 0, 1);
+// fragColor = texture(sampler, vec2(0.5f, 0.5f));
+// fragColor = vec4(abs(pos.x / 160.f), pos.y, 0.f, 1.f);
+// fragColor = vec4(uv.y, uv.y, 0.f, 1.f);
+// fragColor = vec4(camera_worldSpace.x - pos[0], camera_worldSpace.y - pos[1], pos[2], 1.f);
+// fragColor = vec4(- pos[0], 0.f, 0.f, 1.f);
+// fragColor = vec4((pos - vec3(widthBounds[0], 0, lengthBounds[0])) / 5.f, 1.f);
+// fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f);
+// fragColor = vec4(test, test, test, 1.f);
+ vec2 refrUV = uvFromWorldPoint(refrPos);
+ vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f);
+
+ fragColor = 0.25f * vec4(red * d, green * d, blue * d, 1.0f); // Diffuse
+ fragColor += 0.75f * vec4(1, 1, 1, 1) * pow(spec, 10.f); // Specular TODO: Pass multiplications as uniforms.
+ fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
+ fragColor *= (1 - (refrProb / 1.f));
+ fragColor += (refrProb / 1.5f) * transmissive;
+// fragColor = transmissive * refrProb;
+ fragColor = vec4(vec3(fragColor), 1.5f);
+ // Dividing refrProb by 2 just for heuristic. Want more phong to show through.
+// fragColor = clamp(fragColor, 0.f, 1.f);
+// fragColor = vec4(refrProb, 0.f, 0.f, 1.f);
}
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index 15e6833..8dda424 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -7,6 +7,8 @@ uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
uniform mat4 inverseView;
+//uniform float width;
+//uniform float height; // TODO: Pass in width and height as uniform
uniform mat3 inverseTransposeModel;
@@ -14,12 +16,59 @@ out vec3 normal_cameraSpace;
out vec3 normal_worldSpace;
out vec3 camera_worldSpace;
out vec3 pos;
+out vec3 refrPos;
+out float refrProb;
+out vec2 uv;
+
+vec4 getRefrPos() {
+ float depth = -1.f; // TODO: Pass as uniform
+ vec3 w_o = normalize(pos - camera_worldSpace);
+ float cos_theta_i = dot(-w_o, normal_worldSpace);
+ float n_i = 1;
+ float n_t = 1.33f;
+ float determinant = 1.f - (pow((n_i / n_t), 2.f) * (1.f - pow(cos_theta_i, 2.f)));
+
+ float r0 = pow((n_i - n_t) / (n_i + n_t), 2.f); // variable required to calculate probability of reflection
+ float prob_to_refl = r0 + ((1 - r0) * pow((1 - cos_theta_i), 5.f));
+
+ if (determinant >= 0) {
+ float cos_theta_t = sqrt(determinant);
+ vec3 w_t = (n_i / n_t) * w_o + ((n_i / n_t) * cos_theta_i - cos_theta_t) * normal_worldSpace;
+// Ray reflectedRay(i.hit, w_t);
+// float attenuation = (!entering && attenuateRefract) ? std::pow(M_E, (-(ray.o - i.hit).norm()) * mat.ior) : 1;
+// L += traceRay(reflectedRay, scene, true, n_t, !is_in_refractor) * attenuation / threshold;
+ float dist = position.y - depth;
+ float depthScale = dist / w_t.y;
+ vec3 groundContactPoint = -(w_t * depthScale) + position;
+ return vec4(groundContactPoint, 1.f - prob_to_refl);
+ } else {
+// Eigen::Vector3f w_i = w_o - 2 * w_o.dot(intersectNormal) * incidenceNormal;
+// Ray reflectedRay(i.hit, w_i);
+// L += traceRay(reflectedRay, scene, true, current_ior, false) / threshold;
+ return vec4(0, 0, 0, 0);
+ }
+}
void main() {
+ float depth = -2.f;
+ float dist = position.y - depth;
+ float width = 81.f * 2.f;
+ float length = 81.f * 2.f;
+
normal_cameraSpace = normalize(inverse(transpose(mat3(view))) * inverseTransposeModel * normal);
camera_worldSpace = vec3(inverseView * vec4(0.f, 0.f, 0.f, 1.f));
normal_worldSpace = normal;
- pos = position;
+ pos = vec3(model * vec4(position, 1.f)); //vec3(model * vec4(objSpacePos, 1.f));
+// pos = position;
+
+ float depthScale = dist / normal.y;
+ vec3 groundContactPoint = -(normal * depthScale) + position; // carries down to ground
+ groundContactPoint = vec3(model * vec4(position, 1));
+ uv = vec2((position.x + 81.f) / (162.f), groundContactPoint.z);
+// uv = vec2(normal);
+ vec4 refrPos_and_prob = getRefrPos();
+ refrPos = vec3(refrPos_and_prob);
+ refrProb = clamp(refrPos_and_prob.w, 0.f, 1.f);
gl_Position = proj * view * model * vec4(position, 1);
}