shaders for bloom (i'm working on it!)

This commit is contained in:
xkamikoo 2021-01-24 01:02:35 +01:00
parent be98e05537
commit 65c0f5ae4a
4 changed files with 83 additions and 3 deletions

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@ -15,6 +15,8 @@
<None Include="shaders\shader_4_sun.vert" /> <None Include="shaders\shader_4_sun.vert" />
<None Include="shaders\shader_4_tex.frag" /> <None Include="shaders\shader_4_tex.frag" />
<None Include="shaders\shader_4_tex.vert" /> <None Include="shaders\shader_4_tex.vert" />
<None Include="shaders\shader_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_color.frag" /> <None Include="shaders\shader_color.frag" />
<None Include="shaders\shader_color.vert" /> <None Include="shaders\shader_color.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />
@ -47,7 +49,7 @@
<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid> <ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
<Keyword>Win32Proj</Keyword> <Keyword>Win32Proj</Keyword>
<RootNamespace>grk-cw9</RootNamespace> <RootNamespace>grk-cw9</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
<ProjectName>grk-project</ProjectName> <ProjectName>grk-project</ProjectName>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -55,14 +57,14 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

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@ -48,6 +48,12 @@
<None Include="shaders\shader_skybox.vert"> <None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_bloom.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\Box.cpp"> <ClCompile Include="src\Box.cpp">

50
shaders/shader_bloom.frag Normal file
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@ -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);
}

22
shaders/shader_bloom.vert Normal file
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@ -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);
}