Changeset 8e02b6b in opengl-game for shaders


Ignore:
Timestamp:
Nov 22, 2019, 6:27:13 PM (5 years ago)
Author:
Dmitry Portnoy <dmitry.portnoy@…>
Branches:
feature/imgui-sdl, master, points-test
Children:
f97c5e7
Parents:
683dd55
git-author:
Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:26:59)
git-committer:
Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:27:13)
Message:

To move to a more generic way of updating the scene, rename updateUniformBuffers() to updateScene() in VulkanGame and move the code to copy the data into a new copyDataToMemory() function in VulkanUtils.

Location:
shaders
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • shaders/ship.frag

    r683dd55 r8e02b6b  
    88layout(location = 0) out vec4 outColor;
    99
    10 /*
    1110// fixed point light properties
    1211vec3 Ls = vec3(1.0, 1.0, 1.0);
     
    1918vec3 Ka = vec3(0.2, 0.2, 0.2);
    2019float specular_exponent = 100.0; // specular 'power'
    21 */
    2220
    2321void main() {
    24   /*
    25   // ambient intensity
    26   vec3 Ia = La * Ka;
     22   // ambient intensity
     23   vec3 Ia = La * Ka;
    2724
    28   // ambient intensity
    29   vec3 Ia2 = La * Ka;
     25   // ambient intensity
     26   vec3 Ia2 = La * Ka;
    3027
    31   vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
    32   float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
     28   //vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
     29   //float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
    3330
    34   // diffuse intensity
    35   vec3 Id = Ld * color * dot_prod;
     31   // diffuse intensity
     32   //vec3 Id = Ld * color * dot_prod;
    3633
    37   vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
    38   float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
     34   //vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
     35   //float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
    3936
    40   // diffuse intensity
    41   vec3 Id2 = Ld * color * dot_prod2;
     37   // diffuse intensity
     38   //vec3 Id2 = Ld * color * dot_prod2;
    4239
    43   vec3 surface_to_viewer_eye = normalize(-position_eye);
     40   //vec3 surface_to_viewer_eye = normalize(-position_eye);
    4441
    45   vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
    46   float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
    47   float specular_factor = pow(dot_prod_specular, specular_exponent);
     42   //vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
     43   //float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
     44   //float specular_factor = pow(dot_prod_specular, specular_exponent);
    4845
    49   vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
    50   float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
    51   float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
     46   //vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
     47   //float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
     48   //float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
    5249
    53   // specular intensity
    54   vec3 Is = Ls * Ks * specular_factor;
    55   vec3 Is2 = Ls * Ks * specular_factor2;
     50   // specular intensity
     51   //vec3 Is = Ls * Ks * specular_factor;
     52   //vec3 Is2 = Ls * Ks * specular_factor2;
    5653
    57   outColor = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
    58   */
    59   outColor = vec4(color, 1.0);
     54   //frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
     55   outColor = vec4(color, 1.0);
    6056}
  • shaders/ship.vert

    r683dd55 r8e02b6b  
    22#extension GL_ARB_separate_shader_objects : enable
    33
     4// TODO: Figure out if the UniformBufferObject label is necessary and, if not, remove it
    45layout (binding = 0) uniform UniformBufferObject {
    56   mat4 model;
     
    1011layout(location = 0) in vec3 vertex_position;
    1112layout(location = 1) in vec3 vertex_color;
     13//layout(location = 2) in vec3 vertex_normal;
     14//layout(location = 3) in uint ubo_index;
    1215
    1316//out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
     
    2023
    2124void main() {
    22   // ORIG: position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
    23   position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
    24   //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
    25   color = vertex_color;
    26   //light_position_eye = vec3(view * vec4(light_position_world, 1.0));
    27   //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
     25   //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
     26   position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
     27   //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
     28   color = vertex_color;
     29   //light_position_eye = vec3(view * vec4(light_position_world, 1.0));
     30   //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
    2831
    29   gl_Position = ubo.proj * vec4(position_eye, 1.0);
     32   gl_Position = ubo.proj * vec4(position_eye, 1.0);
    3033}
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