feature/imgui-sdl
points-test
Last change
on this file since aa00bf2 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:
932 bytes
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Rev | Line | |
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[ec4456b] | 1 | #version 410
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| 2 |
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[14ff67c] | 3 | #define MAX_NUM_OBJECTS 1024
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[93baa0e] | 4 |
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[14ff67c] | 5 | uniform mat4 view, proj;
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| 6 |
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| 7 | layout (std140) uniform models {
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| 8 | mat4 model_mats[MAX_NUM_OBJECTS];
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[e165b85] | 9 | };
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| 10 |
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[d0b9596] | 11 | layout(location = 0) in vec3 vertex_position;
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| 12 | layout(location = 1) in vec3 vertex_color;
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[9dd2eb7] | 13 | layout(location = 2) in vec3 vertex_normal;
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[14ff67c] | 14 | layout(location = 3) in uint ubo_index;
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[8b7cfcf] | 15 |
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[f7d35da] | 16 | out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
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[9dd2eb7] | 17 |
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| 18 | // fixed point light position
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| 19 | vec3 light_position_world = vec3(0.0, 0.0, 2.0);
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[cf2d1e5] | 20 | vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
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[ec4456b] | 21 |
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| 22 | void main() {
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[14ff67c] | 23 | position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
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[c8dc5c6] | 24 | normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
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[8b7cfcf] | 25 | color = vertex_color;
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[9dd2eb7] | 26 | light_position_eye = vec3(view * vec4(light_position_world, 1.0));
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[f7d35da] | 27 | light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
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[9dd2eb7] | 28 |
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| 29 | gl_Position = proj * vec4(position_eye, 1.0);
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[ec4456b] | 30 | }
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