pub static DEFAULT_VS: &str = r#"
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec3 aNormal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform vec3 color;
out vec4 fColor;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoord; // Pass texture coordinates to the fragment shader
void main() {
gl_Position = proj * view * model * vec4(aPos, 1.0);
fColor = vec4(color, 1.0);
TexCoord = aTexCoord; // Pass texture coordinates
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
}
"#;
pub static DEFAULT_FS: &str = r#"
#version 330 core
out vec4 FragColor;
in vec4 fColor;
in vec2 TexCoord;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightColor[256];
uniform vec3 lightPos[256];
uniform vec3 viewPos;
uniform int has_texture;
uniform int num_lights;
uniform sampler2D texture1;
void main()
{
vec4 texColor = fColor;
if (has_texture == 1) {
texColor = texture(texture1, TexCoord) * fColor;
}
vec3 ambientStrength = vec3(0.1);
vec3 specularStrength = vec3(0.5);
vec3 result = vec3(0.0);
for (int i = 0; i < num_lights; ++i) {
vec3 lightDir = normalize(lightPos[i] - FragPos);
float distance = length(lightPos[i] - FragPos);
float constant_attenuation = 1.0;
float linear_attenuation = 0.045;
float quadratic_attenuation = 0.016;
float attenuation = 1.0 / (constant_attenuation + linear_attenuation * distance + quadratic_attenuation * distance * distance);
vec3 norm = normalize(Normal);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor[i] * attenuation;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor[i] * attenuation;
result += ((ambientStrength / num_lights) + diffuse + specular) * texColor.rgb;
}
FragColor = vec4(result, texColor.a);
}
"#;
pub static RUSSIMP_VS: &str = r#"
#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 norm;
layout(location = 2) in vec2 tex;
layout(location = 3) in ivec4 boneIds;
layout(location = 4) in vec4 weights;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
uniform vec3 color;
const int MAX_BONES = 100;
uniform mat4 finalBonesMatrices[MAX_BONES];
out vec2 TexCoord;
out vec3 Normal;
out vec3 FragPos;
out vec4 fColor;
void main()
{
mat4 boneTransform = mat4(0.0);
for (int i = 0; i < 4; i++) {
if (boneIds[i] != -1) {
boneTransform += finalBonesMatrices[boneIds[i]] * weights[i];
}
}
vec4 f_pos = boneTransform * vec4(pos, 1.0);
gl_Position = proj * view * model * f_pos;
TexCoord = tex;
fColor = vec4(color, 1.0);
FragPos = vec3(model * f_pos);
// Correcting the normal transformation
Normal = mat3(transpose(inverse(model))) * norm;
}
"#;
use crate::Shader;
use std::sync::LazyLock;
pub static DEFAULT_SHADER: LazyLock<Shader> = LazyLock::new(|| {
Shader::new_pipeline(DEFAULT_VS, DEFAULT_FS)
});
pub static RUSSIMP_SHADER: LazyLock<Shader> = LazyLock::new(|| {
Shader::new_pipeline(RUSSIMP_VS, DEFAULT_FS)
});