renderer-stencil-shaders.h
3.96 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
#ifndef DALI_DEMO_RENDERER_STENCIL_SHADERS_H
#define DALI_DEMO_RENDERER_STENCIL_SHADERS_H
/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// EXTERNAL INCLUDES
#include <dali/public-api/rendering/shader.h>
// Shader uniforms:
const char* const COLOR_UNIFORM_NAME("uColor");
const char* const OBJECT_DIMENSIONS_UNIFORM_NAME("uObjectDimensions");
const char* const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition";
const char* const POSITION("aPosition");
const char* const NORMAL("aNormal");
const char* const TEXTURE("aTexCoord");
// clang-format off
// Shader for basic, per-vertex lighting (vertex):
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec3 aPosition;
attribute highp vec3 aNormal;
attribute highp vec2 aTexCoord;
varying mediump vec2 vTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
uniform mediump vec3 uObjectDimensions;
varying mediump vec3 vIllumination;
uniform mediump mat4 uModelView;
uniform mediump mat4 uViewMatrix;
uniform mediump mat3 uNormalMatrix;
uniform mediump vec3 uLightPosition;
void main()
{
mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 );
vertexPosition = uMvpMatrix * vertexPosition;
vec4 mvVertexPosition = uModelView * vertexPosition;
vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz );
vec3 normal = uNormalMatrix * aNormal;
float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );
vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );
gl_Position = vertexPosition;
}
);
// Fragment shader.
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;
varying mediump vec3 vIllumination;
uniform lowp vec4 uColor;
uniform sampler2D sTexture;
void main()
{
gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );
}
);
// Shader for basic, per-vertex lighting with texture (vertex):
const char* VERTEX_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
attribute mediump vec3 aPosition;
attribute highp vec3 aNormal;
attribute highp vec2 aTexCoord;
varying mediump vec2 vTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
uniform mediump vec3 uObjectDimensions;
varying mediump vec3 vIllumination;
uniform mediump mat4 uModelView;
uniform mediump mat4 uViewMatrix;
uniform mediump mat3 uNormalMatrix;
uniform mediump vec3 uLightPosition;
void main()
{
mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 );
vertexPosition = uMvpMatrix * vertexPosition;
vec4 mvVertexPosition = uModelView * vertexPosition;
vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz );
vec3 normal = uNormalMatrix * aNormal;
float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );
vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );
vTexCoord = aTexCoord;
gl_Position = vertexPosition;
}
);
// Fragment shader.
const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;
varying mediump vec3 vIllumination;
uniform lowp vec4 uColor;
uniform sampler2D sTexture;
void main()
{
gl_FragColor = vec4( texture2D( sTexture, vTexCoord ).rgb * vIllumination.rgb * uColor.rgb, uColor.a );
}
);
// clang-format on
#endif // DALI_DEMO_RENDERER_STENCIL_SHADERS_H