feature/imgui-sdl
points-test
Last change
on this file since cd1cb0f was 4d84c72, checked in by Dmitry Portnoy <dmp1488@…>, 5 years ago |
Move the OpenGL shaders to a gl-shaders folder
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-
Property mode
set to
100644
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File size:
1.1 KB
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1 | #version 410
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2 |
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3 | #define MAX_NUM_OBJECTS 1024
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4 |
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5 | uniform mat4 view, proj;
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6 | uniform float hp[1016];
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7 |
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8 | layout (std140) uniform models {
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9 | mat4 model_mats[MAX_NUM_OBJECTS];
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10 | };
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11 |
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12 | layout(location = 0) in vec3 vertex_position;
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13 | layout(location = 1) in vec3 vertex_color;
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14 | layout(location = 2) in vec3 vertex_normal;
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15 | layout(location = 3) in uint ubo_index;
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16 |
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17 | out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
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18 |
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19 | // fixed point light position
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20 | vec3 light_position_world = vec3(0.0, 0.0, 2.0);
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21 | vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
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22 |
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23 | void main() {
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24 | position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
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25 | normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
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26 |
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27 | float hp_percent = hp[ubo_index] / 10.0;
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28 | vec3 damage_color = vec3(1.0, 0.0, 0.0);
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29 | color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent));
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30 |
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31 | light_position_eye = vec3(view * vec4(light_position_world, 1.0));
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32 | light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
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33 |
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34 | gl_Position = proj * vec4(position_eye, 1.0);
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35 | }
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