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images/** | ||
blends/** | ||
*.kra~ | ||
*.png~ | ||
*main.o* | ||
*3d-game-shaders-for-beginners.o* | ||
*3d-game-shaders-for-beginners* | ||
!blends/* | ||
!blends/mill-scene/mill-scene-low-poly-backup.blend |
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<p align="center"> | ||
<img src="https://i.imgur.com/x8rtGr4.gif" alt="3D Game Shaders For Beginners" title="3D Game Shaders For Beginners"> | ||
</p> | ||
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# 3D Game Shaders For Beginners | ||
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Interested in adding | ||
textures, | ||
lighting, | ||
shadows, | ||
normal maps, | ||
glowing objects, | ||
ambient occlusion, | ||
reflections, | ||
refractions, | ||
and more to your 3D game? | ||
Great! | ||
Below is a collection of shading techniques that will take your game visuals to new heights. | ||
I've explained each technique in such a way that you can take what you learn here and apply/port it to | ||
whatever stack you use—be it Godot, Unity, Unreal, or something else. | ||
For the glue in between the shaders, | ||
I've chosen the fabulous Panda3D game engine and the OpenGL Shading Language (GLSL). | ||
So if that is your stack, then you'll also get the benefit of learning how to use these | ||
shading techniques with Panda3D and OpenGL specifically. | ||
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## Table Of Contents | ||
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- [Setup](sections/setup.md) | ||
- [Building The Demo](sections/building-the-demo.md) | ||
- [Running The Demo](sections/running-the-demo.md) | ||
- [Reference Frames](sections/reference-frames.md) | ||
- [GLSL](sections/glsl.md) | ||
- [Render To Texture](sections/render-to-texture.md) | ||
- [Texturing](sections/texturing.md) | ||
- [Lighting](sections/lighting.md) | ||
- [Blinn-Phong](sections/blinn-phong.md) | ||
- [Fresnel Factor](sections/fresnel-factor.md) | ||
- [Rim Lighting](sections/rim-lighting.md) | ||
- [Cel Shading](sections/cel-shading.md) | ||
- [Normal Mapping](sections/normal-mapping.md) | ||
- [Deferred Rendering](sections/deferred-rendering.md) | ||
- [Fog](sections/fog.md) | ||
- [Blur](sections/blur.md) | ||
- [Bloom](sections/bloom.md) | ||
- [SSAO](sections/ssao.md) | ||
- [Motion Blur](sections/motion-blur.md) | ||
- [Chromatic Aberration](sections/chromatic-aberration.md) | ||
- [Screen Space Reflection](sections/screen-space-reflection.md) | ||
- [Screen Space Refraction](sections/screen-space-refraction.md) | ||
- [Foam](sections/foam.md) | ||
- [Flow Mapping](sections/flow-mapping.md) | ||
- [Outlining](sections/outlining.md) | ||
- [Depth Of Field](sections/depth-of-field.md) | ||
- [Posterization](sections/posterization.md) | ||
- [Pixelization](sections/pixelization.md) | ||
- [Sharpen](sections/sharpen.md) | ||
- [Dilation](sections/dilation.md) | ||
- [Film Grain](sections/film-grain.md) | ||
- [Lookup Table (LUT)](sections/lookup-table.md) | ||
- [Gamma Correction](sections/gamma-correction.md) | ||
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## License | ||
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The included license applies only to the software portion of 3D Game Shaders For Beginners— | ||
specifically the `.cxx`, `.vert`, and `.frag` source code files. | ||
No other portion of 3D Game Shaders For Beginners has been licensed for use. | ||
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## Attributions | ||
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- [Kiwi Soda Font](https://fontenddev.com/fonts/kiwi-soda/) | ||
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## Copyright | ||
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(C) 2019 David Lettier | ||
<br> | ||
[lettier.com](https://www.lettier.com) |
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#!/usr/bin/env bash | ||
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SCRIPT_PATH="$(cd "$(dirname "$0")"; pwd -P)" | ||
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g++ \ | ||
-Wfatal-errors \ | ||
-c $SCRIPT_PATH/src/main.cxx \ | ||
-o $SCRIPT_PATH/3d-game-shaders-for-beginners.o \ | ||
-std=gnu++11 \ | ||
-O3 \ | ||
-I/usr/include/python3.9/ \ | ||
-I$P3D_INCLUDE_PATH | ||
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g++ \ | ||
$SCRIPT_PATH/3d-game-shaders-for-beginners.o \ | ||
-o $SCRIPT_PATH/3d-game-shaders-for-beginners \ | ||
-L$P3D_LIB_PATH \ | ||
-lp3framework \ | ||
-lpanda \ | ||
-lpandafx \ | ||
-lpandaexpress \ | ||
-lpandaphysics \ | ||
-lp3dtoolconfig \ | ||
-lp3dtool \ | ||
-lpthread |
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load-display pandagl | ||
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audio-library-name p3openal_audio | ||
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win-origin -2 -2 | ||
win-size 1200 900 | ||
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fullscreen #f | ||
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framebuffer-hardware #t | ||
framebuffer-software #f | ||
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framebuffer-srgb #f | ||
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depth-bits 1 | ||
color-bits 1 1 1 | ||
alpha-bits 0 | ||
stencil-bits 0 | ||
multisamples 0 | ||
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notify-level warning | ||
default-directnotify-level warning | ||
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model-path $MAIN_DIR | ||
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want-directtools #f | ||
want-tk #f | ||
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want-pstats #f | ||
show-frame-rate-meter #f | ||
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use-movietexture #t | ||
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hardware-animated-vertices #f | ||
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model-cache-dir $XDG_CACHE_HOME/panda3d | ||
model-cache-textures #f | ||
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basic-shaders-only #f | ||
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gl-coordinate-system default | ||
gl-version 3 2 | ||
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textures-auto-power-2 1 | ||
textures-power-2 down | ||
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sync-flip #f | ||
sync-video #f |
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BSD 3-Clause License | ||
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Copyright (c) 2019, David Lettier | ||
All rights reserved. | ||
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Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions are met: | ||
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* Redistributions of source code must retain the above copyright notice, this | ||
list of conditions and the following disclaimer. | ||
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* Redistributions in binary form must reproduce the above copyright notice, | ||
this list of conditions and the following disclaimer in the documentation | ||
and/or other materials provided with the distribution. | ||
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* Neither the name of the copyright holder nor the names of its | ||
contributors may be used to endorse or promote products derived from | ||
this software without specific prior written permission. | ||
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | ||
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | ||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | ||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | ||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | ||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | ||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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/* | ||
(C) 2019 David Lettier | ||
lettier.com | ||
*/ | ||
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#version 150 | ||
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uniform sampler2D baseTexture; | ||
uniform sampler2D refractionTexture; | ||
uniform sampler2D foamTexture; | ||
uniform sampler2D reflectionTexture; | ||
uniform sampler2D specularTexture; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec2 texSize = textureSize(baseTexture, 0).xy; | ||
vec2 texCoord = gl_FragCoord.xy / texSize; | ||
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vec4 base = texture(baseTexture, texCoord); | ||
vec4 refraction = texture(refractionTexture, texCoord); | ||
vec4 foam = texture(foamTexture, texCoord); | ||
vec4 reflection = texture(reflectionTexture, texCoord); | ||
vec4 specular = texture(specularTexture, texCoord); | ||
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fragColor = base; | ||
fragColor.rgb = mix(fragColor.rgb, refraction.rgb, clamp(refraction.a, 0.0, 1.0)); | ||
fragColor.rgb = mix(fragColor.rgb, reflection.rgb, clamp(reflection.a, 0.0, 1.0)); | ||
fragColor.rgb = mix(fragColor.rgb, foam.rgb, clamp(foam.a, 0.0, 1.0)); | ||
fragColor.rgb += (specular.rgb * clamp(specular.a, 0.0, 1.0)); | ||
} |
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