diff --git a/grk-project.vcxproj b/grk-project.vcxproj index 9bed514..09917c8 100644 --- a/grk-project.vcxproj +++ b/grk-project.vcxproj @@ -15,6 +15,8 @@ + + @@ -47,7 +49,7 @@ {1B448102-E76C-4347-BDC7-40D02A567DB6} Win32Proj grk-cw9 - 10.0 + 10.0.17134.0 grk-project @@ -55,14 +57,14 @@ Application true Unicode - v142 + v141 Application false true Unicode - v142 + v141 diff --git a/grk-project.vcxproj.filters b/grk-project.vcxproj.filters index 0110884..af35209 100644 --- a/grk-project.vcxproj.filters +++ b/grk-project.vcxproj.filters @@ -48,6 +48,12 @@ Shader Files + + Shader Files + + + Shader Files + diff --git a/shaders/shader_bloom.frag b/shaders/shader_bloom.frag new file mode 100644 index 0000000..f7d6ce8 --- /dev/null +++ b/shaders/shader_bloom.frag @@ -0,0 +1,50 @@ +#version 430 core +layout (location = 0) out vec4 fragColor; +layout (location = 1) out vec4 BrightColor; + +in vec3 fragPos; +in vec3 interpNormal; +in vec2 vTexCoords; + +struct PointLight { + vec3 position; + vec3 color; +}; + +#define NR_POINT_LIGHTS 2 + +uniform vec3 objectColor; +uniform vec3 lightPos; +uniform vec3 cameraPos; +uniform sampler2D colorTexture; +uniform PointLight pointLights[NR_POINT_LIGHTS]; + +void main() +{ + vec3 result = vec3(0,0,0); + vec4 textureColor = texture2D(colorTexture, -vTexCoords); + vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor; + vec3 normal = normalize(interpNormal); + for(int i = 0; i < NR_POINT_LIGHTS; i++) + { + vec3 lightDir = normalize(pointLights[i].position - fragPos); + + vec3 V = normalize(cameraPos-fragPos); + vec3 R = reflect(-normalize(lightDir),normal); + + float specular = pow(max(0,dot(R,V)),10); + float diffuse = max(0,dot(normal,normalize(lightDir))); + vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * pointLights[i].color; + result += mix(texture,texture*diffuse+vec3(1)*specular,0.9); + } + + result = (fragColor + ambient).xyz; + + // check whether result is higher than some threshold, if so, output as bloom threshold color + float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722)); + if(brightness > 1.0) + BrightColor = vec4(result, 1.0); + else + BrightColor = vec4(0.0, 0.0, 0.0, 1.0); + fragColor = vec4(result, 1.0); +} \ No newline at end of file diff --git a/shaders/shader_bloom.vert b/shaders/shader_bloom.vert new file mode 100644 index 0000000..fb0bd99 --- /dev/null +++ b/shaders/shader_bloom.vert @@ -0,0 +1,22 @@ +#version 330 core +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec3 vertexNormal; +layout (location = 2) in vec2 vertexTexCoords; + +out vec3 fragPos; +out vec3 interpNormal; +out vec2 vTexCoords; + +uniform mat4 transformation; +uniform mat4 matrixModel; + +void main() +{ + fragPos = vec3(matrixModel * vec4(vertexPosition, 1.0)); + vTexCoords = vertexTexCoords; + + mat3 normalMatrix = transpose(inverse(mat3(matrixModel))); + interpNormal = normalize(normalMatrix * vertexNormal); + + gl_Position = transformation * matrixModel * vec4(vertexPosition, 1.0); +} \ No newline at end of file