diff options
Diffstat (limited to 'src/assets')
| -rw-r--r-- | src/assets/fonts/font1.png | bin | 1508 -> 0 bytes | |||
| -rw-r--r-- | src/assets/fonts/font2.png | bin | 1883 -> 0 bytes | |||
| -rw-r--r-- | src/assets/fonts/simple.png | bin | 1042 -> 0 bytes | |||
| -rw-r--r-- | src/assets/shaders/bitmap/frag.glsl | 17 | ||||
| -rw-r--r-- | src/assets/shaders/bitmap/vert.glsl | 17 | ||||
| -rw-r--r-- | src/assets/shaders/common/frag.glsl | 159 | ||||
| -rw-r--r-- | src/assets/shaders/common/vert.glsl | 30 | ||||
| -rw-r--r-- | src/assets/shaders/scale/frag.glsl | 12 | ||||
| -rw-r--r-- | src/assets/shaders/scale/vert.glsl | 22 | ||||
| -rw-r--r-- | src/assets/shaders/scene/frag.glsl | 11 | ||||
| -rw-r--r-- | src/assets/shaders/scene/vert.glsl | 18 | ||||
| -rw-r--r-- | src/assets/shaders/test/frag.glsl | 23 | ||||
| -rw-r--r-- | src/assets/shaders/test/vert.glsl | 4 | ||||
| -rw-r--r-- | src/assets/shaders/tiled/frag.glsl | 12 | ||||
| -rw-r--r-- | src/assets/shaders/tiled/vert.glsl | 14 | ||||
| -rw-r--r-- | src/assets/shaders/truetype/frag.glsl | 16 | ||||
| -rw-r--r-- | src/assets/shaders/truetype/vert.glsl | 17 |
17 files changed, 0 insertions, 372 deletions
diff --git a/src/assets/fonts/font1.png b/src/assets/fonts/font1.png Binary files differdeleted file mode 100644 index ec06424..0000000 --- a/src/assets/fonts/font1.png +++ /dev/null diff --git a/src/assets/fonts/font2.png b/src/assets/fonts/font2.png Binary files differdeleted file mode 100644 index 8435cad..0000000 --- a/src/assets/fonts/font2.png +++ /dev/null diff --git a/src/assets/fonts/simple.png b/src/assets/fonts/simple.png Binary files differdeleted file mode 100644 index 7b1d2a3..0000000 --- a/src/assets/fonts/simple.png +++ /dev/null diff --git a/src/assets/shaders/bitmap/frag.glsl b/src/assets/shaders/bitmap/frag.glsl deleted file mode 100644 index 7df9a5c..0000000 --- a/src/assets/shaders/bitmap/frag.glsl +++ /dev/null @@ -1,17 +0,0 @@ -#version 300 es -precision highp float; - -uniform sampler2D texture_data; - -in vec2 vertex_texcoord; -in vec3 vertex_color; -out vec4 frag_color; - -void main() { - vec4 texel = texture(texture_data, vertex_texcoord); - if (texel.rgb == vec3(0.0, 0.0, 0.0)) discard; - texel.r = vertex_color.r; - texel.g = vertex_color.g; - texel.b = vertex_color.b; - frag_color = texel; -} diff --git a/src/assets/shaders/bitmap/vert.glsl b/src/assets/shaders/bitmap/vert.glsl deleted file mode 100644 index 192d4b0..0000000 --- a/src/assets/shaders/bitmap/vert.glsl +++ /dev/null @@ -1,17 +0,0 @@ -#version 300 es -precision highp float; - -in vec2 vertex; -in vec2 texcoord; -in vec3 color; - -uniform mat4 transform; - -out vec2 vertex_texcoord; -out vec3 vertex_color; - -void main() { - vertex_texcoord = texcoord; - vertex_color = color; - gl_Position = transform * vec4(vertex, 0.0, 1.0); -} diff --git a/src/assets/shaders/common/frag.glsl b/src/assets/shaders/common/frag.glsl deleted file mode 100644 index 26d63fa..0000000 --- a/src/assets/shaders/common/frag.glsl +++ /dev/null @@ -1,159 +0,0 @@ -#version 300 es -precision highp float; - -uniform vec3 camera_pos; -uniform float time; - -uniform vec3 light_ambient_color; -uniform vec3 light_dir; -uniform vec3 light_dir_color; -uniform int light_count; -uniform vec3 light_pos[5]; -uniform vec3 light_color[5]; -uniform vec2 light_attenuation[5]; -uniform highp sampler2DShadow light_shadowbuffer_dir; -uniform samplerCube light_shadowbuffer_point[5]; - -uniform int has_point_shadows; - -in vec2 vertex_texcoord; -in vec3 vertex_normal; -in vec3 vertex_fragpos; -in vec4 vertex_fragpos_shadow_dir; -in vec3 vertex_view_vector; - -out vec4 frag_color; - -mat3 compute_tbn() { - vec3 p = -vertex_view_vector; - vec3 normal = normalize(vertex_normal); - vec3 dpx = dFdx(p); - vec3 dpy = dFdy(p); - vec2 duvx = dFdx(vertex_texcoord); - vec2 duvy = dFdy(vertex_texcoord); - vec3 dpyperp = cross(dpy, normal); - vec3 dpxperp = cross(normal, dpx); - vec3 tangent = dpyperp * duvx.x + dpxperp * duvy.x; - vec3 bitangent = dpyperp * duvx.y + dpxperp * duvy.y; - float invmax = inversesqrt(max(dot(bitangent, bitangent), dot(bitangent, bitangent))); - return mat3(-tangent * invmax, -bitangent * invmax, normal); -} - -vec4 normal_as_color(vec3 n) { - float r = (128.0 + 127.0 * n.r) / 255.0; - float g = (128.0 + 127.0 * n.g) / 255.0; - float b = (128.0 + 127.0 * n.b) / 255.0; - return vec4(r, g, b, 1.0); -} - -vec3 dir_light(vec3 normal) { - return max(dot(normal, -normalize(light_dir)), 0.0) * light_dir_color; -} - -float dir_shadow(vec3 normal) { - vec3 proj = vertex_fragpos_shadow_dir.xyz / vertex_fragpos_shadow_dir.w; - float bias = 0.002; - // float current_depth = proj.z; - // float bias = max(0.05 * (1.0 - dot(normal, -normalize(light_dir))), 0.005); - proj.z -= bias; - proj *= 0.5; proj += 0.5; - if (proj.z > 1.0) return 0.0; - return 1.0 - texture(light_shadowbuffer_dir, proj.xyz); -} - -float point_shadow(vec3 normal, vec3 shadow_vector, float closest_depth) { - closest_depth *= 25.0; - float current_depth = length(shadow_vector); - float bias = max(0.1 * (1.0 - dot(normal, normalize(shadow_vector))), 0.005); - bias = min(bias + current_depth * 0.01, 0.2); - float shadow = current_depth - bias > closest_depth ? 1.0 : 0.0; - return shadow; -} - -vec3 point_light(vec3 normal, const int idx) { - vec3 pos = light_pos[idx]; - vec3 color = light_color[idx]; - float linear = light_attenuation[idx].x; - float quadratic = light_attenuation[idx].y; - vec3 light_vector = pos - vertex_fragpos; - float distance = length(light_vector); - float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic); - - float directional = max(dot(normal.xyz, normalize(light_vector)), 0.0); - vec3 directional_light = color * directional; - - vec3 view_dir = normalize(camera_pos - vertex_fragpos); - vec3 reflect_dir = reflect(-normalize(light_vector), normalize(normal.xyz)); - float specular = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0); - vec3 specular_light = 0.5 * specular * color; - // return (directional_light + specular_light) * attenuation; - return directional_light * attenuation; -} - -vec3 point_light_billboard(const int idx) { - vec3 pos = light_pos[idx]; - vec3 color = light_color[idx]; - float linear = light_attenuation[idx].x; - float quadratic = light_attenuation[idx].y; - vec3 light_vector = pos - vertex_fragpos; - float distance = length(light_vector); - float attenuation = 1.0 / (1.0 + distance * linear + distance * distance * quadratic); - - return color * attenuation; -} - -vec3 compute_lighting(vec3 normal) { - vec3 ambient_light = light_ambient_color; - - vec3 from_dir = dir_light(normal) * (1.0 - dir_shadow(normal)); - - vec3 shadow_vector[5]; - for (int i = 0; i < light_count; ++i) { - shadow_vector[i] = vertex_fragpos - light_pos[i]; - shadow_vector[i].x *= -1.0; - } - - // cannot only index array of samplers with a constant, hence the weird setup - #define SAMPLE_SHADOW(n) n < light_count ? texture(light_shadowbuffer_point[n], shadow_vector[n]).r : 1.0 - float shadow_depth[5]; - shadow_depth[0] = SAMPLE_SHADOW(0); - shadow_depth[1] = SAMPLE_SHADOW(1); - shadow_depth[2] = SAMPLE_SHADOW(2); - shadow_depth[3] = SAMPLE_SHADOW(3); - shadow_depth[4] = SAMPLE_SHADOW(4); - - vec3 from_points = vec3(0.0, 0.0, 0.0); - for (int i = 0; i < light_count; ++i) { - from_points += has_point_shadows != 0 - ? point_light(normal, i) * (1.0 - point_shadow(normal, shadow_vector[i], shadow_depth[i])) - : point_light(normal, i); - } - - return (ambient_light + from_dir + from_points); -} - -vec3 compute_lighting_noshadow(vec3 normal) { - vec3 ambient_light = light_ambient_color; - - vec3 from_dir = dir_light(normal); - - vec3 from_points = vec3(0.0, 0.0, 0.0); - for (int i = 0; i < light_count; ++i) { - from_points += point_light(normal, i); - } - - return (ambient_light + from_dir + from_points); -} - -vec3 compute_lighting_billboard(vec3 normal) { - vec3 ambient_light = light_ambient_color; - - vec3 from_dir = light_dir_color / 2.0; - - vec3 from_points = vec3(0.0, 0.0, 0.0); - for (int i = 0; i < light_count; ++i) { - from_points += point_light_billboard(i); - } - - return (ambient_light + from_dir + from_points); -} diff --git a/src/assets/shaders/common/vert.glsl b/src/assets/shaders/common/vert.glsl deleted file mode 100644 index b8e11c5..0000000 --- a/src/assets/shaders/common/vert.glsl +++ /dev/null @@ -1,30 +0,0 @@ -#version 300 es -precision highp float; - -in vec3 vertex; -in vec3 normal; -in vec2 texcoord; - -uniform mat4 view; -uniform mat4 position; -uniform mat4 projection; -uniform mat4 normal_matrix; -uniform mat4 lightspace_matrix; -uniform vec3 camera_pos; - -out vec2 vertex_texcoord; -out vec3 vertex_normal; -out vec3 vertex_fragpos; -out vec4 vertex_fragpos_shadow_dir; -out vec3 vertex_view_vector; - -void default_main() -{ - vertex_texcoord = texcoord; - vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz; - vec3 pos = (position * vec4(vertex, 1.0)).xyz; - vertex_fragpos = pos; - vertex_fragpos_shadow_dir = lightspace_matrix * vec4(pos, 1.0); - vertex_view_vector = camera_pos - pos; - gl_Position = projection * view * vec4(pos, 1.0); -} diff --git a/src/assets/shaders/scale/frag.glsl b/src/assets/shaders/scale/frag.glsl deleted file mode 100644 index 5fce547..0000000 --- a/src/assets/shaders/scale/frag.glsl +++ /dev/null @@ -1,12 +0,0 @@ -#version 300 es -precision highp float; - -uniform sampler2D texture_data; - -in vec2 vertex_texcoord; -out vec4 frag_color; - -void main() { - vec4 texel = texture(texture_data, vertex_texcoord); - frag_color = texel; -} diff --git a/src/assets/shaders/scale/vert.glsl b/src/assets/shaders/scale/vert.glsl deleted file mode 100644 index e05bbb6..0000000 --- a/src/assets/shaders/scale/vert.glsl +++ /dev/null @@ -1,22 +0,0 @@ -#version 300 es -precision highp float; - -out vec2 vertex_texcoord; - -void main() { - const vec2 positions[4] = vec2[]( - vec2(-1, -1), - vec2(+1, -1), - vec2(-1, +1), - vec2(+1, +1) - ); - const vec2 coords[4] = vec2[]( - vec2(0, 0), - vec2(1, 0), - vec2(0, 1), - vec2(1, 1) - ); - - vertex_texcoord = coords[gl_VertexID]; - gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0); -} diff --git a/src/assets/shaders/scene/frag.glsl b/src/assets/shaders/scene/frag.glsl deleted file mode 100644 index 81e08b9..0000000 --- a/src/assets/shaders/scene/frag.glsl +++ /dev/null @@ -1,11 +0,0 @@ -uniform sampler2D texture_data; - -void main() -{ - vec4 texel = texture(texture_data, vertex_texcoord); - if (texel.a != 1.0) { - discard; - } - - frag_color = vec4(texel.rgb, texel.a); -} diff --git a/src/assets/shaders/scene/vert.glsl b/src/assets/shaders/scene/vert.glsl deleted file mode 100644 index 64f400c..0000000 --- a/src/assets/shaders/scene/vert.glsl +++ /dev/null @@ -1,18 +0,0 @@ -in vec4 joint; -in vec4 weight; - -uniform mat4 joint_matrices[128]; - -void main() -{ - vertex_texcoord = texcoord; - vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz; - mat4 skin - = weight.x * joint_matrices[int(joint.x)] - + weight.y * joint_matrices[int(joint.y)] - + weight.z * joint_matrices[int(joint.z)] - + weight.w * joint_matrices[int(joint.w)]; - vec3 pos = (position * skin * vec4(vertex, 1.0)).xyz; - vertex_view_vector = camera_pos - pos; - gl_Position = projection * view * vec4(pos, 1.0); -} diff --git a/src/assets/shaders/test/frag.glsl b/src/assets/shaders/test/frag.glsl deleted file mode 100644 index a52aa15..0000000 --- a/src/assets/shaders/test/frag.glsl +++ /dev/null @@ -1,23 +0,0 @@ -// uniform int has_normal_map; -// uniform sampler2D normal_map; - -uniform sampler2D texture_data; - -void main() -{ - vec2 inverted_texcoord = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); - vec4 texel = texture(texture_data, inverted_texcoord); - if (texel.a != 1.0) { - discard; - } - - // mat3 tbn = compute_tbn(); - // vec3 normal = has_normal_map != 0 - // ? normalize(tbn * (texture(normal_map, inverted_texcoord).xyz * 2.0 - 1.0)) - // : normalize(vertex_normal); - vec3 normal = normalize(vertex_normal); - - vec3 lighting = compute_lighting_noshadow(normal); - - frag_color = vec4(texel.rgb * lighting, texel.a); -} diff --git a/src/assets/shaders/test/vert.glsl b/src/assets/shaders/test/vert.glsl deleted file mode 100644 index e324f7e..0000000 --- a/src/assets/shaders/test/vert.glsl +++ /dev/null @@ -1,4 +0,0 @@ -void main() -{ - default_main(); -}
\ No newline at end of file diff --git a/src/assets/shaders/tiled/frag.glsl b/src/assets/shaders/tiled/frag.glsl deleted file mode 100644 index 5fce547..0000000 --- a/src/assets/shaders/tiled/frag.glsl +++ /dev/null @@ -1,12 +0,0 @@ -#version 300 es -precision highp float; - -uniform sampler2D texture_data; - -in vec2 vertex_texcoord; -out vec4 frag_color; - -void main() { - vec4 texel = texture(texture_data, vertex_texcoord); - frag_color = texel; -} diff --git a/src/assets/shaders/tiled/vert.glsl b/src/assets/shaders/tiled/vert.glsl deleted file mode 100644 index 4ff9865..0000000 --- a/src/assets/shaders/tiled/vert.glsl +++ /dev/null @@ -1,14 +0,0 @@ -#version 300 es -precision highp float; - -in vec2 vertex; -in vec2 texcoord; - -uniform mat4 transform; - -out vec2 vertex_texcoord; - -void main() { - vertex_texcoord = texcoord; - gl_Position = transform * vec4(vertex, 0.0, 1.0); -} diff --git a/src/assets/shaders/truetype/frag.glsl b/src/assets/shaders/truetype/frag.glsl deleted file mode 100644 index 3f62e01..0000000 --- a/src/assets/shaders/truetype/frag.glsl +++ /dev/null @@ -1,16 +0,0 @@ -#version 300 es -precision highp float; - -uniform sampler2D texture_data; - -in vec2 vertex_texcoord; -in vec3 vertex_color; -out vec4 frag_color; - -void main() -{ - float val = texture(texture_data, vertex_texcoord).r; - if (val == 0.0) discard; - vec4 texel = vec4(vertex_color, val); - frag_color = texel; -} diff --git a/src/assets/shaders/truetype/vert.glsl b/src/assets/shaders/truetype/vert.glsl deleted file mode 100644 index 192d4b0..0000000 --- a/src/assets/shaders/truetype/vert.glsl +++ /dev/null @@ -1,17 +0,0 @@ -#version 300 es -precision highp float; - -in vec2 vertex; -in vec2 texcoord; -in vec3 color; - -uniform mat4 transform; - -out vec2 vertex_texcoord; -out vec3 vertex_color; - -void main() { - vertex_texcoord = texcoord; - vertex_color = color; - gl_Position = transform * vec4(vertex, 0.0, 1.0); -} |
