public DepthClipShader() { ShaderBuilder vert = new ShaderBuilder(ShaderType.VertexShader, false); vert.AddUniform(ShaderVarType.Mat4, "vp_matrix"); vert.AddUniform(ShaderVarType.Mat4, "transform"); vert.AddAttribute(ShaderVarType.Vec3, "in_vertex"); vert.Logic = @" void main(void) { gl_Position = vp_matrix * (transform * vec4(in_vertex, 1.0)); } "; ShaderBuilder frag = new ShaderBuilder(ShaderType.FragmentShader, false, vert); frag.Logic = @" void main(void) { out_colour = vec4(0.0, 0.0, 0.0, 0.0); } "; VertexSource = vert.Generate(GL3); FragmentSource = frag.Generate(GL3); BeginMode = BeginMode.Triangles; Create(); }
public SkyShader() { ShaderBuilder vert = new ShaderBuilder(ShaderType.VertexShader, false); vert.AddUniform(ShaderVarType.Mat4, "vp_matrix"); vert.AddAttribute(ShaderVarType.Vec3, "in_vertex"); vert.AddVarying(ShaderVarType.Vec3, "var_texcoord"); vert.Logic = @" void main(void) { vec4 pos = vp_matrix * vec4(in_vertex, 0.0); gl_Position = pos.xyww; var_texcoord = in_vertex; } "; ShaderBuilder frag = new ShaderBuilder(ShaderType.FragmentShader, false, vert); frag.AddUniform(ShaderVarType.SamplerCube, "skybox"); frag.Logic = @" void main(void) { out_colour = textureCube(skybox, var_texcoord); out_colour += (vec4(0.0, 0.0, 0.0, 1.0) - out_colour) * max(0.0, -var_texcoord.y); } "; VertexSource = vert.Generate(GL3); FragmentSource = frag.Generate(GL3); BeginMode = BeginMode.Quads; Create(); }
protected WaterEffectShader() { ShaderBuilder vert = new ShaderBuilder(ShaderType.VertexShader, true); vert.AddAttribute(ShaderVarType.Vec2, "in_position"); vert.AddVarying(ShaderVarType.Vec2, "tex_pos"); vert.AddUniform(ShaderVarType.Int, "resolution"); vert.Logic = @" void main( void ) { tex_pos = in_position.xy * vec2(1.0, -1.0) / resolution; gl_Position = in_position; } "; ShaderBuilder frag = new ShaderBuilder(ShaderType.FragmentShader, true, vert); OnAddShaderVariables(frag); OnAddShaderLogic(frag); VertexSource = vert.Generate(GL3); FragmentSource = frag.Generate(GL3); BeginMode = BeginMode.Quads; Create(); SetScreenSize(Water.Resolution, Water.Resolution); _bounds = new float[] { 0f, 0f, Water.Resolution, 0f, Water.Resolution, Water.Resolution, 0f, Water.Resolution }; }
public ModelShader() { ShaderBuilder vert = new ShaderBuilder(ShaderType.VertexShader, false); vert.AddUniform(ShaderVarType.Mat4, "vp_matrix"); vert.AddUniform(ShaderVarType.Mat4, "transform"); vert.AddAttribute(ShaderVarType.Vec3, "in_vertex"); vert.AddAttribute(ShaderVarType.Vec2, "in_textuv"); vert.AddAttribute(ShaderVarType.Vec3, "in_normal"); vert.AddVarying(ShaderVarType.Vec3, "var_normal"); vert.AddVarying(ShaderVarType.Vec2, "var_textuv"); vert.Logic = @" void main(void) { var_normal = (transform * vec4(in_normal, 0.0)).xyz; var_textuv = in_textuv; gl_Position = vp_matrix * (transform * vec4(in_vertex, 1.0)); } "; ShaderBuilder frag = new ShaderBuilder(ShaderType.FragmentShader, false, vert); frag.AddUniform(ShaderVarType.Vec4, "colour"); frag.AddUniform(ShaderVarType.Sampler2D, "tex"); frag.AddUniform(ShaderVarType.Vec3, "view_vector"); frag.AddUniform(ShaderVarType.Vec3, "light_vector"); frag.AddUniform(ShaderVarType.Float, "shinyness"); frag.Logic = @" void main(void) { out_colour = vec4(colour.rgb * texture2D(tex, var_textuv + vec2(0.5, 0.5)).rgb * (dot(-light_vector, var_normal) * 0.5 + 0.5), colour.a); if (shinyness > 0.0) { out_colour = vec4(out_colour.rgb + (vec3(1.0, 1.0, 1.0) - out_colour.rgb) * 0.5 * pow(max(0.0, dot(reflect(-light_vector, var_normal), view_vector)), shinyness), out_colour.a); } } "; VertexSource = vert.Generate(GL3); FragmentSource = frag.Generate(GL3); BeginMode = BeginMode.Triangles; Create(); }
protected override void OnAddShaderVariables(ShaderBuilder frag) { base.OnAddShaderVariables(frag); frag.AddUniform(ShaderVarType.Vec3, "depression"); }
public WaterShader() { ShaderBuilder vert = new ShaderBuilder(ShaderType.VertexShader, false); vert.AddUniform(ShaderVarType.Mat4, "vp_matrix"); vert.AddUniform(ShaderVarType.Vec3, "view_origin"); vert.AddUniform(ShaderVarType.Vec3, "view_vector"); vert.AddUniform(ShaderVarType.Sampler2D, "heightmap"); vert.AddAttribute(ShaderVarType.Vec2, "in_vertex"); vert.AddVarying(ShaderVarType.Float, "var_height"); vert.AddVarying(ShaderVarType.Float, "var_scale"); vert.AddVarying(ShaderVarType.Vec3, "var_position"); vert.AddVarying(ShaderVarType.Vec2, "var_texpos"); vert.Logic = @" void main(void) { const float size = 512.0; float rot = -atan(view_vector.z, view_vector.x); mat2 rmat = mat2(cos(rot), -sin(rot), sin(rot), cos(rot)); var_scale = max(0.0, 2.0 - max(1.0, length(in_vertex * size) / 48.0)); vec2 offset = rmat * (in_vertex * size) + view_origin.xz; var_texpos = offset / 128.0 + vec2(0.5, 0.5); var_height = texture2D(heightmap, var_texpos).a * 2.0 * var_scale; vec4 pos = vec4(offset.x, var_height - 1.0, offset.y, 1.0); var_position = pos.xyz; gl_Position = vp_matrix * pos; } "; ShaderBuilder frag = new ShaderBuilder(ShaderType.FragmentShader, false, vert); frag.AddUniform(ShaderVarType.Sampler2D, "heightmap"); frag.AddUniform(ShaderVarType.Sampler2D, "ripplemap"); frag.AddUniform(ShaderVarType.Sampler2D, "spraymap"); frag.AddUniform(ShaderVarType.SamplerCube, "skybox"); frag.AddUniform(ShaderVarType.Vec4, "colour"); frag.AddUniform(ShaderVarType.Vec3, "view_origin"); frag.AddUniform(ShaderVarType.Vec3, "light_vector"); frag.Logic = @" void main(void) { float l = textureOffset(heightmap, var_texpos, ivec2(-1, 0 )).a; float t = textureOffset(heightmap, var_texpos, ivec2( 0, -1 )).a; float r = textureOffset(heightmap, var_texpos, ivec2( 1, 0 )).a; float b = textureOffset(heightmap, var_texpos, ivec2( 0, 1 )).a; vec3 horz = normalize(vec3(0.0, (r - l) * 2.0 * var_scale, 1.0)); vec3 vert = normalize(vec3(1.0, (b - t) * 2.0 * var_scale, 0.0)); vec3 normal = cross(horz, vert); vec3 cam_dir = normalize(var_position - view_origin); vec3 reflected = normalize(reflect(cam_dir, normal)); out_colour = vec4(colour.rgb * max(0.0, dot(light_vector, normal)), colour.a); out_colour += vec4((textureCube(skybox, reflected).rgb - out_colour.rgb) * 0.5, 0.0); if (var_scale > 0.0) { float ripple = texture2D(ripplemap, (var_texpos * 8.0) + normal.xz * 0.125).a; float spray = texture2D(spraymap, var_texpos).a; if (ripple * pow(spray, 2.0) > 0.75) { out_colour += spray * 0.75 * (vec4(1.0, 1.0, 1.0, 1.0) - out_colour) * var_scale; } } } "; VertexSource = vert.Generate(GL3); FragmentSource = frag.Generate(GL3); BeginMode = BeginMode.Quads; Create(); }
protected virtual void OnAddShaderVariables(ShaderBuilder frag) { frag.AddUniform(ShaderVarType.Sampler2D, "heightmap"); frag.AddUniform(ShaderVarType.Sampler2D, "velocitymap"); frag.AddUniform(ShaderVarType.Sampler2D, "spraymap"); }