blobt
5 years ago
9 changed files with 162 additions and 47 deletions
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BIN.vs/shader3/v14/.suo
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8FBO.cpp
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68main.cpp
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70res/shader/hdr.fs
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13res/shader/hdrrender.fs
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3shader3.vcxproj
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9shader3.vcxproj.filters
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33utils.cpp
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5utils.h
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uniform vec4 U_AmbientLightColor; |
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uniform vec4 U_AmbientMaterial; |
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uniform vec4 U_LightPos; |
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uniform vec4 U_LightDirection; |
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uniform float U_Cutoff; |
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uniform float U_DiffuseIntensity; |
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uniform vec4 U_DiffuseLightColor; |
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uniform vec4 U_DiffuseMaterial; |
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uniform vec3 U_EyePos; |
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uniform vec4 U_SpecularLightColor; |
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uniform vec4 U_SpecularMaterial; |
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varying vec3 V_Normal; |
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varying vec3 V_WorldPos; |
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void main() |
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{ |
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//common |
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vec3 N = normalize(V_Normal); |
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//ambient |
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vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial; |
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//diffuse |
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vec3 L = vec3(0.0); |
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float attenuation = 1.0; |
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float diffuseIntensity = 0.0; |
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if(U_LightPos.w != 0){// 点光 |
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L = normalize(U_LightPos.xyz - V_WorldPos); |
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float distance = length(U_LightPos.xyz - V_WorldPos); |
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float constantFactor=0.5; |
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float linearFactor=0.3; |
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float expFactor=0.1; |
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attenuation = 1.0 / (constantFactor + linearFactor * distance + expFactor * distance * distance); |
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if( U_Cutoff > 0){//聚光 |
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//角度转弧度 |
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float radianCutoff = U_Cutoff * 3.14 / 180; |
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float cosThta = cos(radianCutoff); |
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vec3 spotLightDirection = normalize(U_LightDirection.xyz); |
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float currentThta = max(0.0, dot(-L, spotLightDirection)); |
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if(currentThta > cosThta){ |
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if(dot(L,N)>0.0) |
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{ |
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diffuseIntensity=pow(currentThta,U_LightDirection.w); |
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} |
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} |
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} else { |
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diffuseIntensity = max(0.0, dot(L,N)); |
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} |
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} else { |
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// 平行光 |
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L = normalize(U_LightPos.xyz - vec3(0.0)); |
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diffuseIntensity = max(0.0, dot(L,N)); |
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} |
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vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * attenuation * diffuseIntensity * U_DiffuseIntensity; |
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//specualr |
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vec3 RD = normalize(reflect(-L,N)); |
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vec3 VD = normalize(U_EyePos - V_WorldPos); |
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vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128); |
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gl_FragColor = (ambientColor + diffuseColor) * 10.0; |
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} |
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varying vec2 V_Texcoord; |
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uniform sampler2D U_MainTexture; |
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void main() |
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{ |
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vec4 color = texture2D(U_MainTexture, V_Texcoord); |
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if(color.r > 2.0){ |
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discard; |
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} |
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gl_FragColor = color; |
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} |
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