Started refactor to lazily compilable shaders.

This commit is contained in:
zy4n
2025-03-02 22:56:53 +01:00
parent 447146b7f5
commit 925125e99b
50 changed files with 2181 additions and 738 deletions

View File

@@ -0,0 +1,59 @@
#pragma STAGE: FRAGMENT
#pragma GEOMETRY: MESH
#pragma FEATURES: FACE LINE V_L V_RGB V_A LIGHTING TEXTURE U_RGBA
#pragma FEATURE_TOGGLES: LIGHTING TEXTURE
//------------[ Uniforms ]------------//
#ifdef TEXTURE
layout (location = 3) uniform sampler2D tex;
#endif
#ifdef LIGHTING
layout (location = 5) uniform vec3 view_pos;
layout (location = 6) uniform vec3 point_light_direction;
layout (location = 7) uniform vec3 point_light_color;
layout (location = 8) uniform vec3 ambient_light_color;
layout (location = 9) uniform vec3 ambient_filter;
layout (location = 10) uniform vec3 diffuse_filter;
layout (location = 11) uniform vec3 specular_filter;
layout (location = 12) uniform float shininess;
#endif
//------------[ Inputs ]------------//
layout (location = 0) in vec4 frag_color;
#ifdef LIGHTING
layout (location = 1) in vec3 frag_position;
layout (location = 2) in vec3 frag_normal;
#endif
#ifdef TEXTURE
layout (location = 2) in vec2 frag_tex_coord;
#endif
//------------[ Outputs ]------------//
layout (location = 0) out vec4 pixel_color;
void main()
{
pixel_color = frag_color;
#ifdef TEXTURE
pixel_color *= texture(tex, frag_tex_coord);
#endif
#ifdef LIGHTING
vec3 ambient = pixel_color.rgb * ambient_filter * ambient_light_color;
float point_light_alignment = max(dot(frag_normal, point_light_direction), 0.0);
vec3 diffuse = pixel_color.rgb * diffuse_filter * point_light_color * point_light_alignment;
vec3 reflection_dir = reflect(-point_light_direction, frag_normal);
vec3 view_dir = normalize(frag_position - view_pos);
float specular_strength = pow(max(dot(view_dir, reflection_dir), 0.0), shininess);
vec3 specular = specular_filter * point_light_color * specular_strength;
pixel_color.rgb *= ambient + diffuse + specular;
#endif
}