1 #ifndef DALI_DEMO_RENDERER_STENCIL_SHADERS_H
2 #define DALI_DEMO_RENDERER_STENCIL_SHADERS_H
5 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 #include <dali/public-api/rendering/shader.h>
24 const char * const COLOR_UNIFORM_NAME( "uColor" );
25 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
26 const char * const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition";
27 const char * const POSITION( "aPosition");
28 const char * const NORMAL( "aNormal" );
29 const char * const TEXTURE( "aTexCoord" );
31 // Shader for basic, per-vertex lighting (vertex):
32 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
33 attribute mediump vec3 aPosition;
34 attribute highp vec3 aNormal;
35 attribute highp vec2 aTexCoord;
37 varying mediump vec2 vTexCoord;
38 uniform mediump mat4 uMvpMatrix;
39 uniform mediump vec3 uSize;
40 uniform mediump vec3 uObjectDimensions;
41 varying mediump vec3 vIllumination;
42 uniform mediump mat4 uModelView;
43 uniform mediump mat4 uViewMatrix;
44 uniform mediump mat3 uNormalMatrix;
45 uniform mediump vec3 uLightPosition;
49 mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 );
50 vertexPosition = uMvpMatrix * vertexPosition;
52 vec4 mvVertexPosition = uModelView * vertexPosition;
54 vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz );
56 vec3 normal = uNormalMatrix * aNormal;
57 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );
58 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );
60 gl_Position = vertexPosition;
65 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
66 varying mediump vec2 vTexCoord;
67 varying mediump vec3 vIllumination;
68 uniform lowp vec4 uColor;
69 uniform sampler2D sTexture;
73 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );
77 // Shader for basic, per-vertex lighting with texture (vertex):
78 const char* VERTEX_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
79 attribute mediump vec3 aPosition;
80 attribute highp vec3 aNormal;
81 attribute highp vec2 aTexCoord;
83 varying mediump vec2 vTexCoord;
84 uniform mediump mat4 uMvpMatrix;
85 uniform mediump vec3 uSize;
86 uniform mediump vec3 uObjectDimensions;
87 varying mediump vec3 vIllumination;
88 uniform mediump mat4 uModelView;
89 uniform mediump mat4 uViewMatrix;
90 uniform mediump mat3 uNormalMatrix;
91 uniform mediump vec3 uLightPosition;
95 mediump vec4 vertexPosition = vec4( aPosition * uObjectDimensions, 1.0 );
96 vertexPosition = uMvpMatrix * vertexPosition;
98 vec4 mvVertexPosition = uModelView * vertexPosition;
100 vec3 vectorToLight = normalize( mat3( uViewMatrix ) * uLightPosition - mvVertexPosition.xyz );
102 vec3 normal = uNormalMatrix * aNormal;
103 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );
104 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );
106 vTexCoord = aTexCoord;
107 gl_Position = vertexPosition;
112 const char* FRAGMENT_SHADER_TEXTURED = DALI_COMPOSE_SHADER(
113 varying mediump vec2 vTexCoord;
114 varying mediump vec3 vIllumination;
115 uniform lowp vec4 uColor;
116 uniform sampler2D sTexture;
120 gl_FragColor = vec4( texture2D( sTexture, vTexCoord ).rgb * vIllumination.rgb * uColor.rgb, uColor.a );
124 #endif // DALI_DEMO_RENDERER_STENCIL_SHADERS_H