"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
"layout(location = 1) in vec3 vtx_tex_uv;\n"
- "layout(location = 2) in vec3 vtx_color;\n"
- "layout(location = 3) in vec3 vtx_normal;\n"
+ "layout(location = 2) in vec3 vtx_hsl_mod;\n"
+ "layout(location = 3) in vec3 vtx_rgb_mod;\n"
+ "layout(location = 4) in vec3 vtx_normal;\n"
"uniform mat4 M;\n"
"uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
"out vec3 frag_tex_uv;\n"
- "out vec3 frag_color;\n"
+ "out vec3 frag_hsl_mod;\n"
+ "out vec3 frag_rgb_mod;\n"
"out vec3 vtx_viewspace;\n"
"out vec3 normal;\n"
"void main() {\n"
"vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
"normal = (M * vec4(vtx_normal, 0)).xyz;\n"
"frag_tex_uv = vtx_tex_uv;\n"
- "frag_color = vtx_color;\n"
+ "frag_hsl_mod = vtx_hsl_mod;\n"
+ "frag_rgb_mod = vtx_rgb_mod;\n"
"}\n"
);
program.LoadShader(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"in vec3 frag_tex_uv;\n"
- "in vec3 frag_color;\n"
+ "in vec3 frag_hsl_mod;\n"
+ "in vec3 frag_rgb_mod;\n"
"in vec3 vtx_viewspace;\n"
"in vec3 normal;\n"
"uniform sampler2DArray tex_sampler;\n"
"uniform vec3 light_color;\n"
"uniform float fog_density;\n"
"out vec3 color;\n"
+ "vec3 rgb2hsl(vec3 c) {\n"
+ "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n"
+ "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"
+ "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"
+ "float d = q.x - min(q.w, q.y);\n"
+ "float e = 1.0e-10;\n"
+ "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"
+ "}\n"
+ "vec3 hsl2rgb(vec3 c) {\n"
+ "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n"
+ "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
+ "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
+ "}\n"
"void main() {\n"
"vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
- "vec3 base_color = tex_color * frag_color;\n"
+ "vec3 hsl_color = rgb2hsl(tex_color);\n"
+ "hsl_color.x += frag_hsl_mod.x;\n"
+ "hsl_color.y *= frag_hsl_mod.y;\n"
+ "hsl_color.z *= frag_hsl_mod.z;\n"
+ "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n"
"vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n"
// this should be the same as the clear color, otherwise looks really weird
"vec3 fog_color = vec3(0, 0, 0);\n"
"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
"layout(location = 1) in vec3 vtx_tex_uv;\n"
- "layout(location = 2) in vec3 vtx_color;\n"
- "layout(location = 3) in float vtx_light;\n"
+ "layout(location = 2) in vec3 vtx_hsl_mod;\n"
+ "layout(location = 3) in vec3 vtx_rgb_mod;\n"
+ "layout(location = 4) in float vtx_light;\n"
"uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
"out vec3 frag_tex_uv;\n"
- "out vec3 frag_color;\n"
+ "out vec3 frag_hsl_mod;\n"
+ "out vec3 frag_rgb_mod;\n"
"out vec3 vtx_viewspace;\n"
"out float frag_light;\n"
"void main() {\n"
"gl_Position = MVP * vec4(vtx_position, 1);\n"
"frag_tex_uv = vtx_tex_uv;\n"
- "frag_color = vtx_color;\n"
+ "frag_hsl_mod = vtx_hsl_mod;\n"
+ "frag_rgb_mod = vtx_rgb_mod;\n"
"vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
"frag_light = vtx_light;\n"
"}\n"
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"in vec3 frag_tex_uv;\n"
- "in vec3 frag_color;\n"
+ "in vec3 frag_hsl_mod;\n"
+ "in vec3 frag_rgb_mod;\n"
"in vec3 vtx_viewspace;\n"
"in float frag_light;\n"
"uniform sampler2DArray tex_sampler;\n"
"uniform float fog_density;\n"
"out vec3 color;\n"
+ "vec3 rgb2hsl(vec3 c) {\n"
+ "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n"
+ "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"
+ "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"
+ "float d = q.x - min(q.w, q.y);\n"
+ "float e = 1.0e-10;\n"
+ "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"
+ "}\n"
+ "vec3 hsl2rgb(vec3 c) {\n"
+ "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n"
+ "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
+ "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
+ "}\n"
"void main() {\n"
"vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
- "vec3 base_color = tex_color * frag_color;\n"
+ "vec3 hsl_color = rgb2hsl(tex_color);\n"
+ "hsl_color.x += frag_hsl_mod.x;\n"
+ "hsl_color.y *= frag_hsl_mod.y;\n"
+ "hsl_color.z *= frag_hsl_mod.z;\n"
+ "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n"
"float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n"
"vec3 fog_color = vec3(0, 0, 0);\n"
"float e = 2.718281828;\n"
SkyBoxShader::SkyBoxShader()
: program()
, vp(1.0f)
-, m_handle(0)
-, mv_handle(0)
-, mvp_handle(0)
+, vp_handle(0)
, sampler_handle(0) {
program.LoadShader(
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
- "uniform mat4 M;\n"
- "uniform mat4 MV;\n"
- "uniform mat4 MVP;\n"
+ "uniform mat4 VP;\n"
"out vec3 vtx_viewspace;\n"
"void main() {\n"
- "gl_Position = MVP * vec4(vtx_position, 1);\n"
+ "gl_Position = VP * vec4(vtx_position, 1);\n"
"gl_Position.z = gl_Position.w;\n"
- "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
+ "vtx_viewspace = vtx_position;\n"
"}\n"
);
program.LoadShader(
"out vec3 color;\n"
"void main() {\n"
"color = texture(tex_sampler, vtx_viewspace).rgb;\n"
+ //"color = vec3(1,0,0);\n"
"}\n"
);
program.Link();
throw std::runtime_error("link program");
}
- m_handle = program.UniformLocation("M");
- mv_handle = program.UniformLocation("MV");
- mvp_handle = program.UniformLocation("MVP");
+ vp_handle = program.UniformLocation("VP");
sampler_handle = program.UniformLocation("tex_sampler");
}
program.Use();
}
-void SkyBoxShader::SetM(const glm::mat4 &M) noexcept {
- glm::mat4 m(M);
- m[0].w = 0.0f;
- m[1].w = 0.0f;
- m[2].w = 0.0f;
- m[3] = { 0.0f, 0.0f, 0.0f, 1.0f };
- program.Uniform(m_handle, m);
- program.Uniform(mv_handle, view * m);
- program.Uniform(mvp_handle, vp * m);
-}
-
void SkyBoxShader::SetTexture(CubeMap &tex) noexcept {
glActiveTexture(GL_TEXTURE0);
tex.Bind();
void SkyBoxShader::SetProjection(const glm::mat4 &p) noexcept {
projection = p;
vp = p * view;
+ program.Uniform(vp_handle, vp);
}
void SkyBoxShader::SetView(const glm::mat4 &v) noexcept {
view[0].w = 0.0f;
view[1].w = 0.0f;
view[2].w = 0.0f;
- view[3] = { 0.0f, 0.0f, 0.0f, 1.0f };
- vp = projection * v;
+ view[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ vp = projection * view;
+ program.Uniform(vp_handle, vp);
}
void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
SetView(v);
}
-void SkyBoxShader::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
- SetVP(v, p);
- SetM(m);
-}
-
PlainColor::PlainColor()
: program()
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
- "layout(location = 1) in vec3 vtx_color;\n"
+ "layout(location = 1) in vec4 vtx_color;\n"
"uniform mat4 MVP;\n"
- "out vec3 frag_color;\n"
+ "out vec4 frag_color;\n"
"void main() {\n"
"gl_Position = MVP * vec4(vtx_position, 1);\n"
"frag_color = vtx_color;\n"
program.LoadShader(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
- "in vec3 frag_color;\n"
- "out vec3 color;\n"
+ "in vec4 frag_color;\n"
+ "out vec4 color;\n"
"void main() {\n"
"color = frag_color;\n"
"}\n"