The shader source is included inside each comipled binary file. The OpenGL example also provides its own shader files which overrides the default. Common shader code is in the 'common' directory and each example's custom shader is alongside the example's C++ code.
46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
GLSL
#version 130
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in vec4 worldPosition; //Passed in from the vertex shader
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in vec3 normalFromVS;
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flat in ivec2 materialFromVS;
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out vec4 outputColor;
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void main()
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{
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// The first byte of our voxel data is the material.
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// We use this to decide how to color the fragment.
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vec4 surfaceColor;
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switch(materialFromVS.x)
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{
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case 1:
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surfaceColor = vec4(1.0, 0.0, 0.0, 1.0);
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break;
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case 2:
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surfaceColor = vec4(0.0, 1.0, 0.0, 1.0);
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break;
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case 3:
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surfaceColor = vec4(0.0, 0.0, 1.0, 1.0);
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break;
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case 4:
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surfaceColor = vec4(1.0, 1.0, 0.0, 1.0);
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break;
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case 5:
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surfaceColor = vec4(1.0, 0.0, 1.0, 1.0);
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break;
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default:
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surfaceColor = vec4(1.0, 1.0, 1.0, 1.0);
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break;
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}
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// Quick and dirty lighting, obviously a real implementation
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// should pass light properties as shader parameters, etc.
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vec3 lightDir = vec3(0.0, 0.0, 1.0);
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float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);
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diffuse *= 0.7; // Dim the diffuse a bit
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float ambient = 0.3; // Add some ambient
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float lightIntensity = diffuse + ambient; // Compute the final light intensity
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outputColor = surfaceColor * lightIntensity; //Compute final rendered color
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}
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