Files
raylib/examples/shaders/resources/shaders/glsl330/cel.fs
Gleb A 54f630774d [example] cel-shading and outline using inverted hull (#5615)
* added cel-shading and outline using inverted hull example

* new screenshot

* added glsl100+120 compat

* updated view

* unnecessary spacing
2026-03-06 16:52:28 +01:00

61 lines
1.7 KiB
GLSL

#version 330
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Raylib standard uniforms
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// View position for future specular / fresnel use.
uniform vec3 viewPos;
// Number of discrete toon bands (2 = hard binary, 10 = default, 20 = near-smooth).
uniform float numBands;
// rlights.h compatible light block.
struct Light {
int enabled;
int type; // 0 = directional, 1 = point
vec3 position;
vec3 target;
vec4 color;
float attenuation;
};
uniform Light lights[4];
out vec4 finalColor;
void main() {
vec4 texColor = texture(texture0, fragTexCoord);
vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
vec3 norm = normalize(fragNormal);
float lightAccum = 0.08; // ambient floor
for (int i = 0; i < 4; i++) {
if (lights[i].enabled == 0) continue;
vec3 lightDir;
if (lights[i].type == 0) {
// Directional: direction is from position toward target.
lightDir = normalize(lights[i].position - lights[i].target);
} else {
// Point: direction from surface to light.
lightDir = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(norm, lightDir), 0.0);
// Quantize NdotL into numBands discrete steps.
// min() guards against NdotL == 1.0 producing an out-of-range index.
float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
lightAccum += quantized * lights[i].color.r;
}
lightAccum = clamp(lightAccum, 0.0, 1.0);
finalColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
}